More doxygen.
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@@ -1,4 +1,3 @@
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/* DancingCharacters - Characters that react to how the players are doing. */
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#ifndef DancingCharacters_H
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#ifndef DancingCharacters_H
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#define DancingCharacters_H
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#define DancingCharacters_H
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@@ -9,20 +8,22 @@
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#include "AutoActor.h"
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#include "AutoActor.h"
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class Model;
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class Model;
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/** @brief The different animation states for the dancer. */
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enum ANIM_STATES_2D
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enum ANIM_STATES_2D
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{
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{
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AS2D_IDLE = 0,
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AS2D_IDLE = 0, /**< The dancer is idle. */
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AS2D_MISS,
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AS2D_MISS, /**< The dancer just missed a note. */
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AS2D_GOOD,
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AS2D_GOOD, /**< The dancer is doing a good job. */
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AS2D_GREAT,
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AS2D_GREAT, /**< The dancer is doing a great job. */
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AS2D_FEVER,
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AS2D_FEVER, /**< The dancer is on fire! */
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AS2D_FAIL,
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AS2D_FAIL, /**< The dancer has failed. */
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AS2D_WIN,
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AS2D_WIN, /**< The dancer has won. */
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AS2D_WINFEVER,
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AS2D_WINFEVER, /**< The dancer has won while on fire. */
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AS2D_IGNORE, // special case -- so that we can timer to idle again.
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AS2D_IGNORE, /**< This is a special case -- so that we can timer to idle again. */
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AS2D_MAXSTATES // leave at end
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AS2D_MAXSTATES /**< A count of the maximum number of states. */
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};
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};
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/** @brief Characters that react to how the players are doing. */
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class DancingCharacters : public ActorFrame
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class DancingCharacters : public ActorFrame
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{
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{
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public:
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public:
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@@ -39,6 +40,7 @@ protected:
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Model *m_pCharacter[NUM_PLAYERS];
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Model *m_pCharacter[NUM_PLAYERS];
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/** @brief How far away is the camera from the dancer? */
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float m_CameraDistance;
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float m_CameraDistance;
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float m_CameraPanYStart;
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float m_CameraPanYStart;
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float m_CameraPanYEnd;
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float m_CameraPanYEnd;
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@@ -65,8 +67,10 @@ protected:
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#endif
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#endif
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/*
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/**
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* (c) 2003-2004 Chris Danford
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* @file
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* @author Chris Danford (c) 2003-2004
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* @section LICENSE
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* All rights reserved.
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* All rights reserved.
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*
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* Permission is hereby granted, free of charge, to any person obtaining a
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