Effective C++ Violations down by over 5000.
I think that was the biggest batch.
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+30
-1
@@ -7,13 +7,42 @@ class Steps;
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class Trail;
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struct lua_State;
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#define ONE( arr ) { for( unsigned Z = 0; Z < ARRAYLEN(arr); ++Z ) arr[Z]=1.0f; }
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#include "GameConstantsAndTypes.h"
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#include "PlayerNumber.h"
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/** @brief Per-player options that are not saved between sessions. */
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class PlayerOptions
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{
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public:
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PlayerOptions() { Init(); };
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/**
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* @brief Set up the PlayerOptions with some reasonable defaults.
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*
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* This code was taken from Init() to use proper initialization. */
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PlayerOptions(): m_bSetScrollSpeed(false),
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m_fTimeSpacing(0), m_SpeedfTimeSpacing(1.0f),
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m_fScrollSpeed(1.0f), m_SpeedfScrollSpeed(1.0f),
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m_fScrollBPM(200), m_SpeedfScrollBPM(1.0f),
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m_fDark(0), m_SpeedfDark(1.0f),
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m_fBlind(0), m_SpeedfBlind(1.0f),
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m_fCover(0), m_SpeedfCover(1.0f),
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m_fRandAttack(0), m_SpeedfRandAttack(1.0f),
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m_fSongAttack(0), m_SpeedfSongAttack(1.0f),
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m_fPlayerAutoPlay(0), m_SpeedfPlayerAutoPlay(1.0f),
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m_bSetTiltOrSkew(false),
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m_fPerspectiveTilt(0), m_SpeedfPerspectiveTilt(1.0f),
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m_fSkew(0), m_SpeedfSkew(1.0f),
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m_fPassmark(0), m_SpeedfPassmark(1.0f),
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m_fRandomSpeed(0), m_SpeedfRandomSpeed(1.0f),
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m_bMuteOnError(false), m_FailType(FAIL_IMMEDIATE),
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m_ScoreDisplay(SCORING_ADD), m_sNoteSkin("")
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{
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ZERO( m_fAccels ); ONE( m_SpeedfAccels );
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ZERO( m_fEffects ); ONE( m_SpeedfEffects );
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ZERO( m_fAppearances ); ONE( m_SpeedfAppearances );
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ZERO( m_fScrolls ); ONE( m_SpeedfScrolls );
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ZERO( m_bTurns ); ZERO( m_bTransforms );
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};
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void Init();
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void Approach( const PlayerOptions& other, float fDeltaSeconds );
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RString GetString( bool bForceNoteSkin = false ) const;
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