don't let tab affect mod approach speed
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@@ -41,7 +41,10 @@ void PlayerState::Reset()
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void PlayerState::Update( float fDelta )
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void PlayerState::Update( float fDelta )
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{
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{
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m_CurrentPlayerOptions.Approach( m_PlayerOptions, fDelta );
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// Don't let the mod approach speed be affected by Tab.
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// TODO: Find a more elegant way of handling this.
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float fRealDelta = m_timerPlayerOptions.GetDeltaTime();
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m_CurrentPlayerOptions.Approach( m_PlayerOptions, fRealDelta );
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// TRICKY: GAMESTATE->Update is run before any of the Screen update's,
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// TRICKY: GAMESTATE->Update is run before any of the Screen update's,
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// so we'll clear these flags here and let them get turned on later
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// so we'll clear these flags here and let them get turned on later
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@@ -6,6 +6,7 @@
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#include "PlayerNumber.h"
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#include "PlayerNumber.h"
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#include "PlayerOptions.h"
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#include "PlayerOptions.h"
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#include "Attack.h"
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#include "Attack.h"
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#include "RageTimer.h"
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struct lua_State;
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struct lua_State;
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class PlayerState
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class PlayerState
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@@ -22,6 +23,7 @@ public:
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MultiPlayer m_mp;
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MultiPlayer m_mp;
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RageTimer m_timerPlayerOptions;
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PlayerOptions m_CurrentPlayerOptions; // current approaches destination
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PlayerOptions m_CurrentPlayerOptions; // current approaches destination
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PlayerOptions m_PlayerOptions; // change this, and current will move gradually toward it
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PlayerOptions m_PlayerOptions; // change this, and current will move gradually toward it
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PlayerOptions m_StagePlayerOptions; // options that are in effect for this stage. May be different from m_StoredPlayerOptions if using forced beginner or forced Survial mods
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PlayerOptions m_StagePlayerOptions; // options that are in effect for this stage. May be different from m_StoredPlayerOptions if using forced beginner or forced Survial mods
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