fix dance magic mode not working in 1P mode
added default modifiers when no characters are being used
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@@ -71,6 +71,11 @@ Background::Background()
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if( GAMESTATE->IsPlayerEnabled(p) )
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if( GAMESTATE->IsPlayerEnabled(p) )
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{
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{
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bOneOrMoreChars = true;
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bOneOrMoreChars = true;
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// if playing dance magic mode vs. the CPU, skip next condition
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if (GAMESTATE->m_PlayMode == PLAY_MODE_RAVE)
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continue;
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//Disable dancing characters if BH will be showing.
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//Disable dancing characters if BH will be showing.
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if( (PREFSMAN->m_bShowBeginnerHelper) || (GAMESTATE->m_pCurNotes[p]->GetDifficulty() == DIFFICULTY_BEGINNER ) )
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if( (PREFSMAN->m_bShowBeginnerHelper) || (GAMESTATE->m_pCurNotes[p]->GetDifficulty() == DIFFICULTY_BEGINNER ) )
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bShowingBeginnerHelper = true;
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bShowingBeginnerHelper = true;
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@@ -80,7 +80,16 @@ void ScoreKeeperRave::Update( float fDelta )
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void ScoreKeeperRave::LaunchAttack( AttackLevel al )
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void ScoreKeeperRave::LaunchAttack( AttackLevel al )
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{
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{
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CString* asAttacks = GAMESTATE->m_pCurCharacters[m_PlayerNumber]->m_sAttacks[al]; // [NUM_ATTACKS_PER_LEVEL]
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CString* asAttacks = GAMESTATE->m_pCurCharacters[m_PlayerNumber]->m_sAttacks[al]; // [NUM_ATTACKS_PER_LEVEL]
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CString sAttackToGive = asAttacks[ rand()%NUM_ATTACKS_PER_LEVEL ];
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CString sAttackToGive;
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if (GAMESTATE->m_pCurCharacters[m_PlayerNumber] != NULL)
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sAttackToGive = asAttacks[ rand()%NUM_ATTACKS_PER_LEVEL ];
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else
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{
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CString DefaultAttacks[8] = { "1.5x", "2.0x", "0.5x", "reverse", "sudden", "boost", "brake", "wave" };
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sAttackToGive = DefaultAttacks[ rand()%8 ];
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}
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PlayerNumber pnToAttack = OPPOSITE_PLAYER[m_PlayerNumber];
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PlayerNumber pnToAttack = OPPOSITE_PLAYER[m_PlayerNumber];
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GameState::Attack a;
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GameState::Attack a;
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