More prototypes.
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@@ -5,6 +5,8 @@
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#include "RageTextureID.h"
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#include "ActorUtil.h"
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RString GetRandomFileInDir( RString sDir );
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Character::Character(): m_sCharDir(""), m_sCharacterID(""),
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m_sDisplayName(""), m_sCardPath(""), m_sIconPath(""),
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m_bUsableInRave(false), m_iPreloadRefcount(0) {}
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@@ -11,6 +11,7 @@
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#include "PlayerNumber.h"
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#include <float.h>
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RString StepsTypeToString( StepsType st );
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static vector<RString> GenerateRankingToFillInMarker()
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{
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@@ -11,6 +11,7 @@
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#include "ThemeMetric.h"
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#include "PlayerState.h"
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void ReloadItems();
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#define NUM_ITEM_TYPES THEME->GetMetricF("Inventory","NumItemTypes")
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#define ITEM_DURATION_SECONDS THEME->GetMetricF("Inventory","ItemDurationSeconds")
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@@ -14,6 +14,8 @@
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#include <map>
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Difficulty DwiCompatibleStringToDifficulty( const RString& sDC );
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static std::map<int,int> g_mapDanceNoteToNoteDataColumn;
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/** @brief The different types of core DWI arrows and pads. */
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@@ -10,6 +10,8 @@
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#include "Steps.h"
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#include "GameManager.h"
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void Deserialize(BPMSegment &seg, const Json::Value &root);
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void NotesLoaderJson::GetApplicableFiles( const RString &sPath, vector<RString> &out )
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{
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GetDirListing( sPath + RString("*.json"), out );
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@@ -11,6 +11,8 @@
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#include "Song.h"
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#include "Steps.h"
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RString OptimizeDWIString( RString holds, RString taps );
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/**
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* @brief Optimize an individual pair of characters whenever possible.
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* @param c1 the first character.
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