const fixes
pull code out of the header
This commit is contained in:
+37
-15
@@ -420,21 +420,21 @@ float GameState::GetSongPercent( float beat ) const
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return (beat - m_pCurSong->m_fFirstBeat) / m_pCurSong->m_fLastBeat;
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}
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int GameState::GetStageIndex()
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int GameState::GetStageIndex() const
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{
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return m_iCurrentStageIndex;
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}
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int GameState::GetNumStagesLeft()
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int GameState::GetNumStagesLeft() const
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{
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if(GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2())
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if( IsExtraStage() || IsExtraStage2() )
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return 1;
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if( PREFSMAN->m_bEventMode )
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return 999;
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return PREFSMAN->m_iNumArcadeStages - m_iCurrentStageIndex;
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}
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bool GameState::IsFinalStage()
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bool GameState::IsFinalStage() const
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{
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if( PREFSMAN->m_bEventMode )
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return false;
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@@ -445,21 +445,21 @@ bool GameState::IsFinalStage()
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return m_iCurrentStageIndex + iPredictedStageForCurSong == PREFSMAN->m_iNumArcadeStages;
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}
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bool GameState::IsExtraStage()
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bool GameState::IsExtraStage() const
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{
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if( PREFSMAN->m_bEventMode )
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return false;
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return m_iCurrentStageIndex == PREFSMAN->m_iNumArcadeStages;
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}
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bool GameState::IsExtraStage2()
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bool GameState::IsExtraStage2() const
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{
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if( PREFSMAN->m_bEventMode )
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return false;
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return m_iCurrentStageIndex == PREFSMAN->m_iNumArcadeStages+1;
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}
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CString GameState::GetStageText()
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CString GameState::GetStageText() const
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{
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if( m_bDemonstrationOrJukebox ) return "demo";
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else if( m_PlayMode == PLAY_MODE_ONI ) return "oni";
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@@ -472,7 +472,7 @@ CString GameState::GetStageText()
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else return ssprintf("%d",m_iCurrentStageIndex+1);
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}
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void GameState::GetAllStageTexts( CStringArray &out )
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void GameState::GetAllStageTexts( CStringArray &out ) const
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{
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out.clear();
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out.push_back( "demo" );
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@@ -487,7 +487,7 @@ void GameState::GetAllStageTexts( CStringArray &out )
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out.push_back( ssprintf("%d",stage+1) );
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}
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int GameState::GetCourseSongIndex()
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int GameState::GetCourseSongIndex() const
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{
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int iSongIndex = 0;
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/* iSongsPlayed includes the current song, so it's 1-based; subtract one. */
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@@ -517,15 +517,14 @@ GameDef* GameState::GetCurrentGameDef()
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return GAMEMAN->GetGameDefForGame( m_CurGame );
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}
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const StyleDef* GameState::GetCurrentStyleDef()
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const StyleDef* GameState::GetCurrentStyleDef() const
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{
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ASSERT( m_CurStyle != STYLE_INVALID ); // the style must be set before calling this
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return GAMEMAN->GetStyleDefForStyle( m_CurStyle );
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}
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bool GameState::IsPlayerEnabled( PlayerNumber pn )
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bool GameState::IsPlayerEnabled( PlayerNumber pn ) const
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{
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// In rave, all players are present. Non-human players are CPU controlled.
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switch( m_PlayMode )
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@@ -538,7 +537,16 @@ bool GameState::IsPlayerEnabled( PlayerNumber pn )
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return IsHumanPlayer( pn );
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}
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bool GameState::IsHumanPlayer( PlayerNumber pn )
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int GameState::GetNumPlayersEnabled() const
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{
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int count = 0;
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for( int p=0; p<NUM_PLAYERS; p++ )
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if( IsPlayerEnabled(p) )
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count++;
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return count;
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}
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bool GameState::IsHumanPlayer( PlayerNumber pn ) const
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{
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if( m_CurStyle == STYLE_INVALID ) // no style chosen
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if( this->PlayersCanJoin() )
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@@ -559,7 +567,7 @@ bool GameState::IsHumanPlayer( PlayerNumber pn )
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}
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}
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PlayerNumber GameState::GetFirstHumanPlayer()
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PlayerNumber GameState::GetFirstHumanPlayer() const
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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if( IsHumanPlayer(p) )
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@@ -568,11 +576,19 @@ PlayerNumber GameState::GetFirstHumanPlayer()
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return PLAYER_INVALID;
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}
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bool GameState::IsCpuPlayer( PlayerNumber pn )
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bool GameState::IsCpuPlayer( PlayerNumber pn ) const
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{
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return IsPlayerEnabled(pn) && !IsHumanPlayer(pn);
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}
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bool GameState::AnyPlayersAreCpu() const
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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if( IsCpuPlayer(p) )
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return true;
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return false;
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}
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bool GameState::IsCourseMode() const
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{
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@@ -897,6 +913,12 @@ void GameState::RebuildPlayerOptionsFromActiveAttacks( PlayerNumber pn )
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}
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}
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void GameState::RemoveAllActiveAttacks() // called on end of song
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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RemoveActiveAttacksForPlayer( (PlayerNumber)p );
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}
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int GameState::GetSumOfActiveAttackLevels( PlayerNumber pn )
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{
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int iSum = 0;
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+21
-36
@@ -67,31 +67,20 @@ public:
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int GetNumSidesJoined() const;
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GameDef* GetCurrentGameDef();
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const StyleDef* GetCurrentStyleDef();
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const StyleDef* GetCurrentStyleDef() const;
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void GetPlayerInfo( PlayerNumber pn, bool& bIsEnabledOut, bool& bIsHumanOut );
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bool IsPlayerEnabled( PlayerNumber pn );
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bool IsPlayerEnabled( int p ) { return IsPlayerEnabled( (PlayerNumber)p ); };
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int GetNumPlayersEnabled()
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{
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int count = 0;
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for( int p=0; p<NUM_PLAYERS; p++ )
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if( IsPlayerEnabled(p) )
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count++;
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return count;
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};
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bool IsHumanPlayer( PlayerNumber pn );
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bool IsHumanPlayer( int p ) { return IsHumanPlayer( (PlayerNumber)p ); };
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PlayerNumber GetFirstHumanPlayer();
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bool IsCpuPlayer( PlayerNumber pn );
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bool IsCpuPlayer( int p ) { return IsCpuPlayer( (PlayerNumber)p ); };
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bool AnyPlayersAreCpu()
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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if( IsCpuPlayer(p) )
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return true;
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return false;
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}
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bool IsPlayerEnabled( PlayerNumber pn ) const;
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bool IsPlayerEnabled( int p ) const { return IsPlayerEnabled( (PlayerNumber)p ); };
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int GetNumPlayersEnabled() const;
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bool IsHumanPlayer( PlayerNumber pn ) const;
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bool IsHumanPlayer( int p ) const { return IsHumanPlayer( (PlayerNumber)p ); };
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PlayerNumber GetFirstHumanPlayer() const;
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bool IsCpuPlayer( PlayerNumber pn ) const;
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bool IsCpuPlayer( int p ) const { return IsCpuPlayer( (PlayerNumber)p ); };
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bool AnyPlayersAreCpu() const;
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void GetCharacters( vector<Character*> &apCharactersOut );
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Character* GameState::GetRandomCharacter();
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Character* GameState::GetDefaultCharacter();
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@@ -119,14 +108,14 @@ public:
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bool m_bJukeboxUsesModifiers;
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int m_iCurrentStageIndex; // incremented on Eval screen. For a Course, this is always 0
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int GetStageIndex();
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int GetNumStagesLeft();
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bool IsFinalStage();
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bool IsExtraStage();
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bool IsExtraStage2();
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CString GetStageText();
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void GetAllStageTexts( CStringArray &out );
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int GetCourseSongIndex();
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int GetStageIndex() const;
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int GetNumStagesLeft() const;
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bool IsFinalStage() const;
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bool IsExtraStage() const;
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bool IsExtraStage2() const;
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CString GetStageText() const;
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void GetAllStageTexts( CStringArray &out ) const;
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int GetCourseSongIndex() const;
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//
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@@ -193,11 +182,7 @@ public:
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void GetUndisplayedBeats( PlayerNumber pn, float TotalSeconds, float &StartBeat, float &EndBeat ); // only meaningful when a NoteField is in use
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void LaunchAttack( PlayerNumber target, Attack aa );
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void RebuildPlayerOptionsFromActiveAttacks( PlayerNumber pn );
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void RemoveAllActiveAttacks() // called on end of song
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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RemoveActiveAttacksForPlayer( (PlayerNumber)p );
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}
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void RemoveAllActiveAttacks(); // called on end of song
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void RemoveActiveAttacksForPlayer( PlayerNumber pn, AttackLevel al=NUM_ATTACK_LEVELS /*all*/ );
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void RemoveAllInventory();
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int GetSumOfActiveAttackLevels( PlayerNumber pn );
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