Integrate C++11 branch into 5_1-new
This commit is contained in:
+79
-80
@@ -38,7 +38,6 @@
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#include "StatsManager.h"
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#include "PlayerAI.h" // for NUM_SKILL_LEVELS
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#include "NetworkSyncManager.h"
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#include "Foreach.h"
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#include "DancingCharacters.h"
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#include "ScreenDimensions.h"
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#include "ThemeMetric.h"
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@@ -102,13 +101,13 @@ PlayerInfo::PlayerInfo(): m_pn(PLAYER_INVALID), m_mp(MultiPlayer_Invalid),
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m_bIsDummy(false), m_iDummyIndex(0), m_iAddToDifficulty(0),
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m_bPlayerEnabled(false), m_PlayerStateDummy(),
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m_PlayerStageStatsDummy(), m_SoundEffectControl(),
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m_vpStepsQueue(), m_asModifiersQueue(), m_pLifeMeter(NULL),
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m_ptextCourseSongNumber(NULL), m_ptextStepsDescription(NULL),
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m_pPrimaryScoreDisplay(NULL), m_pSecondaryScoreDisplay(NULL),
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m_pPrimaryScoreKeeper(NULL), m_pSecondaryScoreKeeper(NULL),
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m_ptextPlayerOptions(NULL), m_pActiveAttackList(NULL),
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m_NoteData(), m_pPlayer(NULL), m_pInventory(NULL),
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m_pStepsDisplay(NULL), m_sprOniGameOver() {}
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m_vpStepsQueue(), m_asModifiersQueue(), m_pLifeMeter(nullptr),
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m_ptextCourseSongNumber(nullptr), m_ptextStepsDescription(nullptr),
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m_pPrimaryScoreDisplay(nullptr), m_pSecondaryScoreDisplay(nullptr),
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m_pPrimaryScoreKeeper(nullptr), m_pSecondaryScoreKeeper(nullptr),
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m_ptextPlayerOptions(nullptr), m_pActiveAttackList(nullptr),
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m_NoteData(), m_pPlayer(nullptr), m_pInventory(nullptr),
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m_pStepsDisplay(nullptr), m_sprOniGameOver() {}
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void PlayerInfo::Load( PlayerNumber pn, MultiPlayer mp, bool bShowNoteField, int iAddToDifficulty )
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{
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@@ -117,9 +116,9 @@ void PlayerInfo::Load( PlayerNumber pn, MultiPlayer mp, bool bShowNoteField, int
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m_bPlayerEnabled = IsEnabled();
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m_bIsDummy = false;
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m_iAddToDifficulty = iAddToDifficulty;
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m_pLifeMeter = NULL;
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m_ptextCourseSongNumber = NULL;
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m_ptextStepsDescription = NULL;
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m_pLifeMeter = nullptr;
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m_ptextCourseSongNumber = nullptr;
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m_ptextStepsDescription = nullptr;
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if( !IsMultiPlayer() )
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{
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@@ -175,11 +174,11 @@ void PlayerInfo::Load( PlayerNumber pn, MultiPlayer mp, bool bShowNoteField, int
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break;
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}
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m_ptextPlayerOptions = NULL;
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m_pActiveAttackList = NULL;
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m_ptextPlayerOptions = nullptr;
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m_pActiveAttackList = nullptr;
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m_pPlayer = new Player( m_NoteData, bShowNoteField );
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m_pInventory = NULL;
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m_pStepsDisplay = NULL;
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m_pInventory = nullptr;
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m_pStepsDisplay = nullptr;
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if( IsMultiPlayer() )
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{
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@@ -323,8 +322,8 @@ GetNextVisiblePlayerInfo( vector<PlayerInfo>::iterator iter, vector<PlayerInfo>
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ScreenGameplay::ScreenGameplay()
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{
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m_pSongBackground = NULL;
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m_pSongForeground = NULL;
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m_pSongBackground = nullptr;
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m_pSongForeground = nullptr;
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m_bForceNoNetwork = false;
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m_delaying_ready_announce= false;
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GAMESTATE->m_AdjustTokensBySongCostForFinalStageCheck= false;
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@@ -399,12 +398,12 @@ void ScreenGameplay::Init()
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if( !GAMESTATE->m_bDemonstrationOrJukebox )
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MEMCARDMAN->PauseMountingThread();
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m_pSoundMusic = NULL;
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m_pSoundMusic = nullptr;
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set_paused_internal(false);
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m_pCombinedLifeMeter = NULL;
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m_pCombinedLifeMeter = nullptr;
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if( GAMESTATE->m_pCurSong == NULL && GAMESTATE->m_pCurCourse == NULL )
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if( GAMESTATE->m_pCurSong == nullptr && GAMESTATE->m_pCurCourse == nullptr )
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return; // ScreenDemonstration will move us to the next screen. We just need to survive for one update without crashing.
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/* Save settings to the profile now. Don't do this on extra stages, since the
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@@ -458,7 +457,7 @@ void ScreenGameplay::Init()
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}
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FOREACH_EnabledPlayer(p)
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ASSERT( GAMESTATE->m_pCurSteps[p].Get() != NULL );
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ASSERT( GAMESTATE->m_pCurSteps[p].Get() != nullptr );
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}
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/* Increment the course play count. */
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@@ -738,7 +737,7 @@ void ScreenGameplay::Init()
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{
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if( GAMESTATE->IsCourseMode() )
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{
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ASSERT( pi->m_ptextCourseSongNumber == NULL );
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ASSERT( pi->m_ptextCourseSongNumber == nullptr );
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SONG_NUMBER_FORMAT.Load( m_sName, "SongNumberFormat" );
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pi->m_ptextCourseSongNumber = new BitmapText;
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pi->m_ptextCourseSongNumber->LoadFromFont( THEME->GetPathF(m_sName,"SongNum") );
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@@ -749,7 +748,7 @@ void ScreenGameplay::Init()
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this->AddChild( pi->m_ptextCourseSongNumber );
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}
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ASSERT( pi->m_ptextStepsDescription == NULL );
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ASSERT( pi->m_ptextStepsDescription == nullptr );
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pi->m_ptextStepsDescription = new BitmapText;
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pi->m_ptextStepsDescription->LoadFromFont( THEME->GetPathF(m_sName,"StepsDescription") );
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pi->m_ptextStepsDescription->SetName( ssprintf("StepsDescription%s",pi->GetName().c_str()) );
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@@ -757,7 +756,7 @@ void ScreenGameplay::Init()
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this->AddChild( pi->m_ptextStepsDescription );
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// Player/Song options
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ASSERT( pi->m_ptextPlayerOptions == NULL );
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ASSERT( pi->m_ptextPlayerOptions == nullptr );
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pi->m_ptextPlayerOptions = new BitmapText;
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pi->m_ptextPlayerOptions->LoadFromFont( THEME->GetPathF(m_sName,"player options") );
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pi->m_ptextPlayerOptions->SetName( ssprintf("PlayerOptions%s",pi->GetName().c_str()) );
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@@ -765,7 +764,7 @@ void ScreenGameplay::Init()
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this->AddChild( pi->m_ptextPlayerOptions );
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// Difficulty icon and meter
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ASSERT( pi->m_pStepsDisplay == NULL );
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ASSERT( pi->m_pStepsDisplay == nullptr );
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pi->m_pStepsDisplay = new StepsDisplay;
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pi->m_pStepsDisplay->Load("StepsDisplayGameplay", pi->GetPlayerState() );
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pi->m_pStepsDisplay->SetName( ssprintf("StepsDisplay%s",pi->GetName().c_str()) );
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@@ -796,7 +795,7 @@ void ScreenGameplay::Init()
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FOREACH_VisiblePlayerInfo( m_vPlayerInfo, pi )
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{
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ASSERT( pi->m_pActiveAttackList == NULL );
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ASSERT( pi->m_pActiveAttackList == nullptr );
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pi->m_pActiveAttackList = new ActiveAttackList;
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pi->m_pActiveAttackList->LoadFromFont( THEME->GetPathF(m_sName,"ActiveAttackList") );
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pi->m_pActiveAttackList->Init( pi->GetPlayerState() );
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@@ -880,10 +879,10 @@ void ScreenGameplay::Init()
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// Fill StageStats
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STATSMAN->m_CurStageStats.m_vpPossibleSongs = m_apSongsQueue;
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FOREACH( PlayerInfo, m_vPlayerInfo, pi )
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for (PlayerInfo &pi : m_vPlayerInfo)
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{
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if( pi->GetPlayerStageStats() )
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pi->GetPlayerStageStats()->m_vpPossibleSteps = pi->m_vpStepsQueue;
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if( pi.GetPlayerStageStats() )
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pi.GetPlayerStageStats()->m_vpPossibleSteps = pi.m_vpStepsQueue;
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}
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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@@ -928,31 +927,31 @@ void ScreenGameplay::InitSongQueues()
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if( GAMESTATE->IsCourseMode() )
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{
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Course* pCourse = GAMESTATE->m_pCurCourse;
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ASSERT( pCourse != NULL );
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ASSERT( pCourse != nullptr );
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m_apSongsQueue.clear();
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PlayerNumber pnMaster = GAMESTATE->GetMasterPlayerNumber();
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Trail *pTrail = GAMESTATE->m_pCurTrail[pnMaster];
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ASSERT( pTrail != NULL );
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FOREACH_CONST( TrailEntry, pTrail->m_vEntries, e )
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ASSERT( pTrail != nullptr );
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for (TrailEntry const &e : pTrail->m_vEntries)
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{
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ASSERT( e->pSong != NULL );
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m_apSongsQueue.push_back( e->pSong );
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ASSERT( e.pSong != nullptr );
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m_apSongsQueue.push_back( e.pSong );
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}
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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{
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Trail *lTrail = GAMESTATE->m_pCurTrail[ pi->GetStepsAndTrailIndex() ];
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ASSERT( lTrail != NULL );
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ASSERT( lTrail != nullptr );
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pi->m_vpStepsQueue.clear();
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pi->m_asModifiersQueue.clear();
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FOREACH_CONST( TrailEntry, lTrail->m_vEntries, e )
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for (TrailEntry const &e : lTrail->m_vEntries)
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{
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ASSERT( e->pSteps != NULL );
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pi->m_vpStepsQueue.push_back( e->pSteps );
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ASSERT( e.pSteps != nullptr );
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pi->m_vpStepsQueue.push_back( e.pSteps );
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AttackArray a;
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e->GetAttackArray( a );
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e.GetAttackArray( a );
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pi->m_asModifiersQueue.push_back( a );
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}
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@@ -1214,7 +1213,7 @@ void ScreenGameplay::LoadNextSong()
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Steps* pSteps = GAMESTATE->m_pCurSteps[ pi->GetStepsAndTrailIndex() ];
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++pi->GetPlayerStageStats()->m_iStepsPlayed;
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ASSERT( GAMESTATE->m_pCurSteps[ pi->GetStepsAndTrailIndex() ] != NULL );
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ASSERT( GAMESTATE->m_pCurSteps[ pi->GetStepsAndTrailIndex() ] != nullptr );
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if( pi->m_ptextStepsDescription )
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pi->m_ptextStepsDescription->SetText( pSteps->GetDescription() );
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@@ -1390,7 +1389,7 @@ void ScreenGameplay::LoadNextSong()
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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{
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RageSoundReader *pPlayerSound = m_AutoKeysounds.GetPlayerSound(pi->m_pn);
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if( pPlayerSound == NULL && pi->m_pn == GAMESTATE->GetMasterPlayerNumber() )
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if( pPlayerSound == nullptr && pi->m_pn == GAMESTATE->GetMasterPlayerNumber() )
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pPlayerSound = m_AutoKeysounds.GetSharedSound();
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pi->m_SoundEffectControl.SetSoundReader( pPlayerSound );
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}
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@@ -1405,10 +1404,10 @@ void ScreenGameplay::LoadLights()
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// First, check if the song has explicit lights
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m_CabinetLightsNoteData.Init();
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ASSERT( GAMESTATE->m_pCurSong != NULL );
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ASSERT( GAMESTATE->m_pCurSong != nullptr );
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const Steps *pSteps = SongUtil::GetClosestNotes( GAMESTATE->m_pCurSong, StepsType_lights_cabinet, Difficulty_Medium );
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if( pSteps != NULL )
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if( pSteps != nullptr )
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{
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pSteps->GetNoteData( m_CabinetLightsNoteData );
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return;
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@@ -1447,7 +1446,7 @@ void ScreenGameplay::LoadLights()
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pSteps = SongUtil::GetClosestNotes( GAMESTATE->m_pCurSong, st, d1 );
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// If we can't find anything at all, stop.
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if( pSteps == NULL )
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if( pSteps == nullptr )
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return;
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NoteData TapNoteData1;
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@@ -1562,7 +1561,7 @@ void ScreenGameplay::PlayAnnouncer( const RString &type, float fSeconds, float *
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/* Don't play before the first beat, or after we're finished. */
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if( m_DancingState != STATE_DANCING )
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return;
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if(GAMESTATE->m_pCurSong == NULL || // this will be true on ScreenDemonstration sometimes
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if(GAMESTATE->m_pCurSong == nullptr || // this will be true on ScreenDemonstration sometimes
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GAMESTATE->m_Position.m_fSongBeat < GAMESTATE->m_pCurSong->GetFirstBeat())
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return;
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@@ -1579,14 +1578,14 @@ void ScreenGameplay::UpdateSongPosition( float fDeltaTime )
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return;
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RageTimer tm;
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const float fSeconds = m_pSoundMusic->GetPositionSeconds( NULL, &tm );
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const float fSeconds = m_pSoundMusic->GetPositionSeconds( nullptr, &tm );
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const float fAdjust = SOUND->GetFrameTimingAdjustment( fDeltaTime );
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GAMESTATE->UpdateSongPosition( fSeconds+fAdjust, GAMESTATE->m_pCurSong->m_SongTiming, tm+fAdjust );
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}
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void ScreenGameplay::BeginScreen()
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{
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if( GAMESTATE->m_pCurSong == NULL )
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if( GAMESTATE->m_pCurSong == nullptr )
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return;
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ScreenWithMenuElements::BeginScreen();
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@@ -1663,7 +1662,7 @@ void ScreenGameplay::GetMusicEndTiming( float &fSecondsToStartFadingOutMusic, fl
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void ScreenGameplay::Update( float fDeltaTime )
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{
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if( GAMESTATE->m_pCurSong == NULL )
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if( GAMESTATE->m_pCurSong == nullptr )
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{
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/* ScreenDemonstration will move us to the next screen. We just need to
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* survive for one update without crashing. We need to call Screen::Update
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@@ -1686,7 +1685,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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/* This happens if ScreenDemonstration::HandleScreenMessage sets a new screen when
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* PREFSMAN->m_bDelayedScreenLoad. */
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if( GAMESTATE->m_pCurSong == NULL )
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if( GAMESTATE->m_pCurSong == nullptr )
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return;
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/* This can happen if ScreenDemonstration::HandleScreenMessage sets a new screen when
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* !PREFSMAN->m_bDelayedScreenLoad. (The new screen was loaded when we called Screen::Update,
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@@ -1767,7 +1766,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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continue;
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// check for individual fail
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if( pi->m_pLifeMeter == NULL || !pi->m_pLifeMeter->IsFailing() )
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if( pi->m_pLifeMeter == nullptr || !pi->m_pLifeMeter->IsFailing() )
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continue; /* isn't failing */
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if( pi->GetPlayerStageStats()->m_bFailed )
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continue; /* failed and is already dead */
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@@ -1807,7 +1806,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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switch( ft )
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{
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case FailType_Immediate:
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if( pi->m_pLifeMeter == NULL || (pi->m_pLifeMeter && !pi->m_pLifeMeter->IsFailing()) )
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if( pi->m_pLifeMeter == nullptr || (pi->m_pLifeMeter && !pi->m_pLifeMeter->IsFailing()) )
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bAllFailed = false;
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break;
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case FailType_ImmediateContinue:
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@@ -1881,10 +1880,10 @@ void ScreenGameplay::Update( float fDeltaTime )
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// update 2d dancing characters
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FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi )
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{
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DancingCharacters *pCharacter = NULL;
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DancingCharacters *pCharacter = nullptr;
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if( m_pSongBackground )
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pCharacter = m_pSongBackground->GetDancingCharacters();
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if( pCharacter != NULL )
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if( pCharacter != nullptr )
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{
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TapNoteScore tns = pi->m_pPlayer->GetLastTapNoteScore();
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@@ -2549,10 +2548,10 @@ bool ScreenGameplay::Input( const InputEventPlus &input )
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{
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if( input.mp != MultiPlayer_Invalid && GAMESTATE->IsMultiPlayerEnabled(input.mp) && iCol != -1 )
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{
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FOREACH( PlayerInfo, m_vPlayerInfo, pi )
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for (PlayerInfo const &pi : m_vPlayerInfo)
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{
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if( input.mp == pi->m_mp )
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pi->m_pPlayer->Step( iCol, -1, input.DeviceI.ts, false, bRelease );
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if( input.mp == pi.m_mp )
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pi.m_pPlayer->Step( iCol, -1, input.DeviceI.ts, false, bRelease );
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}
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return true;
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}
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@@ -2623,7 +2622,7 @@ void ScreenGameplay::SaveStats()
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pss.m_radarPossible += rv;
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NoteDataWithScoring::GetActualRadarValues( nd, pss, fMusicLen, rv );
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pss.m_radarActual += rv;
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GAMESTATE->SetProcessedTimingData(NULL);
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GAMESTATE->SetProcessedTimingData(nullptr);
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}
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}
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@@ -2810,7 +2809,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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{
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GAMESTATE->m_DanceDuration= GAMESTATE->m_DanceStartTime.Ago();
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// update dancing characters for win / lose
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DancingCharacters *pDancers = NULL;
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DancingCharacters *pDancers = nullptr;
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if( m_pSongBackground )
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pDancers = m_pSongBackground->GetDancingCharacters();
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if( pDancers )
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@@ -2878,7 +2877,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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GAMESTATE->GetCourseSongIndex() >= (int)m_apSongsQueue.size()-1)
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{
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Course* course= GAMESTATE->m_pCurCourse;
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ASSERT(course != NULL);
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ASSERT(course != nullptr);
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// Need to store these so they can be used to refetch the players'
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// trails after they're invalidated.
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vector<StepsType> trail_sts;
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@@ -2886,7 +2885,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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FOREACH_EnabledPlayerInfo(m_vPlayerInfo, pi)
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{
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Trail* trail= GAMESTATE->m_pCurTrail[pi->GetStepsAndTrailIndex()];
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ASSERT(trail != NULL);
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ASSERT(trail != nullptr);
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trail_sts.push_back(trail->m_StepsType);
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trail_cds.push_back(trail->m_CourseDifficulty);
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}
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@@ -2899,31 +2898,31 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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FOREACH_EnabledPlayerInfo(m_vPlayerInfo, pi)
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{
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Trail* trail= course->GetTrail(trail_sts[info_id], trail_cds[info_id]);
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ASSERT(trail != NULL);
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ASSERT(trail != nullptr);
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GAMESTATE->m_pCurTrail[pi->m_pn].Set(trail);
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++info_id;
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}
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PlayerNumber master_pn = GAMESTATE->GetMasterPlayerNumber();
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Trail *master_trail= GAMESTATE->m_pCurTrail[master_pn];
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ASSERT(master_trail != NULL);
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FOREACH_CONST(TrailEntry, master_trail->m_vEntries, entry)
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ASSERT(master_trail != nullptr);
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for (TrailEntry const &entry : master_trail->m_vEntries)
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{
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ASSERT(entry->pSong != NULL);
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m_apSongsQueue.push_back(entry->pSong);
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STATSMAN->m_CurStageStats.m_vpPossibleSongs.push_back(entry->pSong);
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ASSERT(entry.pSong != nullptr);
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m_apSongsQueue.push_back(entry.pSong);
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STATSMAN->m_CurStageStats.m_vpPossibleSongs.push_back(entry.pSong);
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}
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||||
FOREACH_EnabledPlayerInfo(m_vPlayerInfo, pi)
|
||||
{
|
||||
Trail* trail= GAMESTATE->m_pCurTrail[pi->GetStepsAndTrailIndex()];
|
||||
ASSERT(trail != NULL);
|
||||
FOREACH_CONST(TrailEntry, trail->m_vEntries, entry)
|
||||
ASSERT(trail != nullptr);
|
||||
for (TrailEntry const &entry : master_trail->m_vEntries)
|
||||
{
|
||||
ASSERT(entry->pSteps != NULL);
|
||||
pi->m_vpStepsQueue.push_back(entry->pSteps);
|
||||
ASSERT(entry.pSteps != nullptr);
|
||||
pi->m_vpStepsQueue.push_back(entry.pSteps);
|
||||
AttackArray a;
|
||||
entry->GetAttackArray(a);
|
||||
entry.GetAttackArray(a);
|
||||
pi->m_asModifiersQueue.push_back(a);
|
||||
pi->GetPlayerStageStats()->m_vpPossibleSteps.push_back(entry->pSteps);
|
||||
pi->GetPlayerStageStats()->m_vpPossibleSteps.push_back(entry.pSteps);
|
||||
}
|
||||
// In a survival course, override stored mods
|
||||
if(course->GetCourseType() == COURSE_TYPE_SURVIVAL &&
|
||||
@@ -3093,7 +3092,7 @@ void ScreenGameplay::HandleMessage( const Message &msg )
|
||||
continue;
|
||||
|
||||
RageSoundReader *pSoundReader = m_AutoKeysounds.GetPlayerSound( pn );
|
||||
if( pSoundReader == NULL )
|
||||
if( pSoundReader == nullptr )
|
||||
pSoundReader = m_AutoKeysounds.GetSharedSound();
|
||||
|
||||
HoldNoteScore hns;
|
||||
@@ -3139,7 +3138,7 @@ PlayerInfo *ScreenGameplay::GetPlayerInfo( PlayerNumber pn )
|
||||
if( pi->m_pn == pn )
|
||||
return &*pi;
|
||||
}
|
||||
return NULL;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
PlayerInfo *ScreenGameplay::GetDummyPlayerInfo( int iDummyIndex )
|
||||
@@ -3149,7 +3148,7 @@ PlayerInfo *ScreenGameplay::GetDummyPlayerInfo( int iDummyIndex )
|
||||
if( pi->m_bIsDummy && pi->m_iDummyIndex == iDummyIndex )
|
||||
return &*pi;
|
||||
}
|
||||
return NULL;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void ScreenGameplay::SaveReplay()
|
||||
@@ -3213,7 +3212,7 @@ void ScreenGameplay::SaveReplay()
|
||||
continue;
|
||||
|
||||
ASSERT( matches.size() == 1 );
|
||||
iIndex = StringToInt( matches[0] )+1;
|
||||
iIndex = std::stoi( matches[0] )+1;
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -3248,10 +3247,10 @@ public:
|
||||
PlayerNumber pn = Enum::Check<PlayerNumber>( L, 1 );
|
||||
|
||||
PlayerInfo *pi = p->GetPlayerInfo(pn);
|
||||
if( pi == NULL )
|
||||
if( pi == nullptr )
|
||||
return 0;
|
||||
LifeMeter *pLM = pi->m_pLifeMeter;
|
||||
if( pLM == NULL )
|
||||
if( pLM == nullptr )
|
||||
return 0;
|
||||
|
||||
pLM->PushSelf( L );
|
||||
@@ -3262,7 +3261,7 @@ public:
|
||||
PlayerNumber pn = Enum::Check<PlayerNumber>( L, 1 );
|
||||
|
||||
PlayerInfo *pi = p->GetPlayerInfo(pn);
|
||||
if( pi == NULL )
|
||||
if( pi == nullptr )
|
||||
return 0;
|
||||
|
||||
pi->PushSelf( L );
|
||||
@@ -3272,7 +3271,7 @@ public:
|
||||
{
|
||||
int iDummyIndex = IArg(1);
|
||||
PlayerInfo *pi = p->GetDummyPlayerInfo(iDummyIndex);
|
||||
if( pi == NULL )
|
||||
if( pi == nullptr )
|
||||
return 0;
|
||||
pi->PushSelf( L );
|
||||
return 1;
|
||||
|
||||
Reference in New Issue
Block a user