More effective fixes.
We may have to actually do full blown replacements.
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@@ -43,10 +43,11 @@ const float MODEL_X_ONE_PLAYER = 0;
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const float MODEL_X_TWO_PLAYERS[NUM_PLAYERS] = { +8, -8 };
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const float MODEL_X_TWO_PLAYERS[NUM_PLAYERS] = { +8, -8 };
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const float MODEL_ROTATIONY_TWO_PLAYERS[NUM_PLAYERS] = { -90, 90 };
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const float MODEL_ROTATIONY_TWO_PLAYERS[NUM_PLAYERS] = { -90, 90 };
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DancingCharacters::DancingCharacters()
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DancingCharacters::DancingCharacters(): m_bDrawDangerLight(false),
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m_CameraDistance(0), m_CameraPanYStart(0), m_CameraPanYEnd(0),
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m_fLookAtHeight(0), m_fCameraHeightStart(0), m_fCameraHeightEnd(0),
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m_fThisCameraStartBeat(0), m_fThisCameraEndBeat(0)
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{
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{
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m_bDrawDangerLight = false;
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FOREACH_PlayerNumber( p )
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FOREACH_PlayerNumber( p )
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{
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{
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m_pCharacter[p] = new Model;
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m_pCharacter[p] = new Model;
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+6
-2
@@ -100,9 +100,13 @@ private:
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struct HighScoreList
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struct HighScoreList
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{
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{
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public:
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public:
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HighScoreList()
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/**
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* @brief Set up the HighScore List with default values.
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*
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* This used to call Init(), but it's better to be explicit here. */
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HighScoreList(): HighGrade(Grade_NoData), iNumTimesPlayed(0)
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{
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{
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Init();
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vHighScores.clear();
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}
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}
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void Init();
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void Init();
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@@ -83,6 +83,8 @@ private:
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float m_fCurAnimationRate;
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float m_fCurAnimationRate;
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bool m_bLoop;
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bool m_bLoop;
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bool m_bDrawCelShaded; // for Lua models
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bool m_bDrawCelShaded; // for Lua models
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Model& operator=(const Model& rhs);
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};
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};
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#endif
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#endif
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@@ -79,6 +79,9 @@ public:
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// Lua
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// Lua
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void PushSelf( lua_State *L );
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void PushSelf( lua_State *L );
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private:
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// TODO: Implement the copy and assignment operators on our own.
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};
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};
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#endif
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#endif
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