debug
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@@ -1,15 +1,18 @@
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#include "global.h"
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#include "global.h"
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#include "Attack.h"
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#include "Attack.h"
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#include "GameState.h"
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#include "GameState.h"
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#include "RageUtil.h"
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#include "song.h"
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#include "song.h"
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void Attack::GetAttackBeats( const Song *song, PlayerNumber pn, float &fStartBeat, float &fEndBeat ) const
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void Attack::GetAttackBeats( const Song *song, PlayerNumber pn, float &fStartBeat, float &fEndBeat ) const
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{
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{
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if( fStartSecond >= 0 )
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if( fStartSecond >= 0 )
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{
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{
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CHECKPOINT;
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fStartBeat = song->GetBeatFromElapsedTime( fStartSecond );
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fStartBeat = song->GetBeatFromElapsedTime( fStartSecond );
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fEndBeat = song->GetBeatFromElapsedTime( fStartSecond+fSecsRemaining );
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fEndBeat = song->GetBeatFromElapsedTime( fStartSecond+fSecsRemaining );
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} else {
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} else {
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CHECKPOINT;
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/* If fStartSecond < 0, then the attack starts right off the screen; this requires
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/* If fStartSecond < 0, then the attack starts right off the screen; this requires
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* that a song actually be playing. Pre-queued course attacks must always have
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* that a song actually be playing. Pre-queued course attacks must always have
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* fStartSecond >= 0. */
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* fStartSecond >= 0. */
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@@ -21,5 +24,5 @@ void Attack::GetAttackBeats( const Song *song, PlayerNumber pn, float &fStartBea
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GAMESTATE->GetUndisplayedBeats( pn, fSecsRemaining, fStartBeat, fEndBeat );
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GAMESTATE->GetUndisplayedBeats( pn, fSecsRemaining, fStartBeat, fEndBeat );
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}
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}
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ASSERT( fEndBeat >= fStartBeat );
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RAGE_ASSERT_M( fEndBeat >= fStartBeat, ssprintf("%f >= %f", fEndBeat, fStartBeat) );
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}
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}
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