smsvn -> ssc-hg glue: rearrange directory structure
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/* ScreenGameplay - The music plays, the notes scroll, and the Player is pressing buttons. */
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#ifndef SCREEN_GAMEPLAY_H
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#define SCREEN_GAMEPLAY_H
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#include "ScreenWithMenuElements.h"
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#include "Sprite.h"
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#include "Transition.h"
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#include "BitmapText.h"
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#include "RageSound.h"
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#include "LocalizedString.h"
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#include "BeginnerHelper.h"
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#include "LyricDisplay.h"
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#include "Attack.h"
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#include "NetworkSyncManager.h"
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#include "AutoKeysounds.h"
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#include "ThemeMetric.h"
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#include "PlayerStageStats.h"
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#include "PlayerState.h"
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#include "InputEventPlus.h"
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#include "SoundEffectControl.h"
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#include "GameplayAssist.h"
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class LyricsLoader;
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class ActiveAttackList;
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class CombinedLifeMeter;
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class Player;
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class LifeMeter;
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class ScoreDisplay;
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class StepsDisplay;
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class Inventory;
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class ScoreKeeper;
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class Background;
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class Foreground;
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AutoScreenMessage( SM_NotesEnded )
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AutoScreenMessage( SM_BeginFailed )
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AutoScreenMessage( SM_LeaveGameplay )
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class PlayerInfo
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{
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public:
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PlayerInfo();
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~PlayerInfo();
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void Load( PlayerNumber pn, MultiPlayer mp, bool bShowNoteField, int iAddToDifficulty );
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void LoadDummyP1( int iDummyIndex, int iAddToDifficulty );
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void ShowOniGameOver();
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MultiPlayer GetPlayerStateAndStageStatsIndex() { return m_pn == PLAYER_INVALID ? m_mp : (MultiPlayer)m_pn; }
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PlayerState *GetPlayerState();
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PlayerStageStats *GetPlayerStageStats();
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PlayerNumber GetStepsAndTrailIndex() { return m_pn == PLAYER_INVALID ? PLAYER_1 : m_pn; }
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bool IsEnabled();
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bool IsMultiPlayer() const { return m_mp != MultiPlayer_Invalid; }
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RString GetName() const
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{
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if( m_bIsDummy )
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return ssprintf("Dummy%d",m_iDummyIndex);
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if( IsMultiPlayer() )
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return MultiPlayerToString( m_mp );
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else
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return PlayerNumberToString( m_pn );
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}
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//
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// Lua
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//
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void PushSelf( lua_State *L );
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PlayerNumber m_pn;
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MultiPlayer m_mp;
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bool m_bIsDummy;
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int m_iDummyIndex;
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int m_iAddToDifficulty; // if > 0, use the Nth harder Steps
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bool m_bPlayerEnabled; // IsEnabled cache for iterators
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PlayerState m_PlayerStateDummy;
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PlayerStageStats m_PlayerStageStatsDummy;
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SoundEffectControl m_SoundEffectControl;
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vector<Steps*> m_vpStepsQueue; // size may be >1 if playing a course
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vector<AttackArray> m_asModifiersQueue;// size may be >1 if playing a course
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LifeMeter *m_pLifeMeter;
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BitmapText *m_ptextCourseSongNumber;
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BitmapText *m_ptextStepsDescription;
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ScoreDisplay *m_pPrimaryScoreDisplay;
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ScoreDisplay *m_pSecondaryScoreDisplay;
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ScoreKeeper *m_pPrimaryScoreKeeper;
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ScoreKeeper *m_pSecondaryScoreKeeper;
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BitmapText *m_ptextPlayerOptions;
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ActiveAttackList *m_pActiveAttackList;
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NoteData m_NoteData;
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Player *m_pPlayer;
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// used in PLAY_MODE_BATTLE
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Inventory *m_pInventory;
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StepsDisplay *m_pStepsDisplay;
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AutoActor m_sprOniGameOver;
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};
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class ScreenGameplay : public ScreenWithMenuElements
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{
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public:
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ScreenGameplay();
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virtual void Init();
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virtual ~ScreenGameplay();
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virtual void BeginScreen();
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virtual void Update( float fDeltaTime );
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virtual void Input( const InputEventPlus &input );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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virtual void HandleMessage( const Message &msg );
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virtual void Cancel( ScreenMessage smSendWhenDone );
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virtual ScreenType GetScreenType() const { return gameplay; }
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bool Center1Player() const;
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//
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// Lua
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//
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virtual void PushSelf( lua_State *L );
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Song *GetNextCourseSong() const;
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LifeMeter *GetLifeMeter( PlayerNumber pn );
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PlayerInfo *GetPlayerInfo( PlayerNumber pn );
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PlayerInfo *GetDummyPlayerInfo( int iDummyIndex );
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protected:
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virtual void UpdateStageStats( MultiPlayer mp ) {}; // overridden for multiplayer
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virtual bool UseSongBackgroundAndForeground() const { return true; }
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ThemeMetric<RString> PLAYER_TYPE;
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ThemeMetric<apActorCommands> PLAYER_INIT_COMMAND;
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LocalizedString GIVE_UP_START_TEXT;
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LocalizedString GIVE_UP_BACK_TEXT;
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LocalizedString GIVE_UP_ABORTED_TEXT;
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ThemeMetric<float> MUSIC_FADE_OUT_SECONDS;
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ThemeMetric<float> OUT_TRANSITION_LENGTH;
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ThemeMetric<float> COURSE_TRANSITION_LENGTH;
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ThemeMetric<float> BEGIN_FAILED_DELAY;
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ThemeMetric<float> MIN_SECONDS_TO_STEP;
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ThemeMetric<float> MIN_SECONDS_TO_MUSIC;
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ThemeMetric<float> MIN_SECONDS_TO_STEP_NEXT_SONG;
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ThemeMetric<bool> START_GIVES_UP;
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ThemeMetric<bool> BACK_GIVES_UP;
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ThemeMetric<bool> GIVING_UP_GOES_TO_PREV_SCREEN;
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ThemeMetric<int> FAIL_ON_MISS_COMBO;
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ThemeMetric<bool> ALLOW_CENTER_1_PLAYER;
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ThemeMetric<bool> USE_ALTERNATIVE_INPUT;
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vector<AlternateMapping> m_vAlterMap;
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bool IsLastSong();
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void SetupSong( int iSongIndex );
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void ReloadCurrentSong();
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virtual void LoadNextSong();
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void StartPlayingSong( float fMinTimeToNotes, float fMinTimeToMusic );
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void GetMusicEndTiming( float &fSecondsToStartFadingOutMusic, float &fSecondsToStartTransitioningOut );
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void LoadLights();
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void PauseGame( bool bPause, GameController gc = GameController_Invalid );
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void PlayAnnouncer( RString type, float fSeconds );
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void UpdateLights();
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void SendCrossedMessages();
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void BeginBackingOutFromGameplay();
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float GetHasteRate();
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void PlayTicks();
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void UpdateSongPosition( float fDeltaTime );
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void UpdateLyrics( float fDeltaTime );
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void SongFinished();
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virtual void SaveStats();
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virtual void StageFinished( bool bBackedOut );
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void SaveReplay();
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bool AllAreFailing();
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virtual void InitSongQueues();
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enum DancingState {
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STATE_INTRO = 0, // not allowed to press Back
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STATE_DANCING,
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STATE_OUTRO, // not allowed to press Back
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NUM_DANCING_STATES
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} m_DancingState;
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bool m_bPaused;
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GameController m_PauseController;
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vector<Song*> m_apSongsQueue; // size may be >1 if playing a course
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float m_fTimeSinceLastDancingComment; // this counter is only running while STATE_DANCING
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LyricDisplay m_LyricDisplay;
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Background *m_pSongBackground;
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Foreground *m_pSongForeground;
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Transition m_NextSong; // shows between songs in a course
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CombinedLifeMeter* m_pCombinedLifeMeter;
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BitmapText m_textSongOptions;
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BitmapText m_Scoreboard[NUM_NSScoreBoardColumn]; // for NSMAN, so we can have a scoreboard
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bool m_bShowScoreboard;
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BitmapText m_textDebug;
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RageTimer m_GiveUpTimer;
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void AbortGiveUp( bool bShowText );
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Transition m_Ready;
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Transition m_Go;
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Transition m_Failed;
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Transition m_Toasty; // easter egg
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BitmapText m_textSurviveTime; // used in extra stage. TODO: Move this into a BGA
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AutoKeysounds m_AutoKeysounds;
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RageSound m_soundBattleTrickLevel1;
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RageSound m_soundBattleTrickLevel2;
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RageSound m_soundBattleTrickLevel3;
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bool m_bZeroDeltaOnNextUpdate;
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GameplayAssist m_GameplayAssist;
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RageSound *m_pSoundMusic;
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BeginnerHelper m_BeginnerHelper;
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NoteData m_CabinetLightsNoteData;
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vector<PlayerInfo> m_vPlayerInfo; // filled by SGameplay derivatives in FillPlayerInfo
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virtual void FillPlayerInfo( vector<PlayerInfo> &vPlayerInfoOut ) = 0;
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virtual PlayerInfo &GetPlayerInfoForInput( const InputEventPlus& iep ) { return m_vPlayerInfo[iep.pn]; }
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RageTimer m_timerGameplaySeconds;
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};
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vector<PlayerInfo>::iterator GetNextEnabledPlayerInfo ( vector<PlayerInfo>::iterator iter, vector<PlayerInfo> &v );
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vector<PlayerInfo>::iterator GetNextEnabledPlayerInfoNotDummy ( vector<PlayerInfo>::iterator iter, vector<PlayerInfo> &v );
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vector<PlayerInfo>::iterator GetNextEnabledPlayerNumberInfo ( vector<PlayerInfo>::iterator iter, vector<PlayerInfo> &v );
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vector<PlayerInfo>::iterator GetNextPlayerNumberInfo ( vector<PlayerInfo>::iterator iter, vector<PlayerInfo> &v );
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vector<PlayerInfo>::iterator GetNextVisiblePlayerInfo ( vector<PlayerInfo>::iterator iter, vector<PlayerInfo> &v );
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#define FOREACH_EnabledPlayerInfo( v, pi ) for( vector<PlayerInfo>::iterator pi = GetNextEnabledPlayerInfo (v.begin(),v); pi != v.end(); pi = GetNextEnabledPlayerInfo(++pi,v) )
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#define FOREACH_EnabledPlayerInfoNotDummy( v, pi ) for( vector<PlayerInfo>::iterator pi = GetNextEnabledPlayerInfoNotDummy (v.begin(),v); pi != v.end(); pi = GetNextEnabledPlayerInfoNotDummy(++pi,v) )
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#define FOREACH_EnabledPlayerNumberInfo( v, pi ) for( vector<PlayerInfo>::iterator pi = GetNextEnabledPlayerNumberInfo (v.begin(),v); pi != v.end(); pi = GetNextEnabledPlayerNumberInfo(++pi,v) )
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#define FOREACH_PlayerNumberInfo( v, pi ) for( vector<PlayerInfo>::iterator pi = GetNextPlayerNumberInfo (v.begin(),v); pi != v.end(); pi = GetNextPlayerNumberInfo(++pi,v) )
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#define FOREACH_VisiblePlayerInfo( v, pi ) for( vector<PlayerInfo>::iterator pi = GetNextVisiblePlayerInfo (v.begin(),v); pi != v.end(); pi = GetNextVisiblePlayerInfo(++pi,v) )
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#endif
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/*
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* (c) 2001-2004 Chris Danford, Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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