store PlayerStates for MultiPlayers
This commit is contained in:
+41
-13
@@ -101,6 +101,12 @@ GameState::GameState() :
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m_pPlayerState[p] = new PlayerState;
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m_pPlayerState[p]->m_PlayerNumber = p;
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}
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FOREACH_MultiPlayer( p )
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{
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m_pMultiPlayerState[p] = new PlayerState;
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m_pMultiPlayerState[p]->m_PlayerNumber = PLAYER_1;
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m_pMultiPlayerState[p]->m_mp = p;
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}
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m_Environment = new LuaTable;
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@@ -115,6 +121,8 @@ GameState::~GameState()
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{
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FOREACH_PlayerNumber( p )
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SAFE_DELETE( m_pPlayerState[p] );
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FOREACH_MultiPlayer( p )
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SAFE_DELETE( m_pMultiPlayerState[p] );
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SAFE_DELETE( m_Environment );
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@@ -171,6 +179,7 @@ void GameState::Reset()
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MEMCARDMAN->UnlockCards();
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// m_iCoins = 0; // don't reset coin count!
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m_MasterPlayerNumber = PLAYER_INVALID;
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m_bMultiplayer = false;
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m_mapEnv.clear();
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m_sPreferredSongGroup.Set( GROUP_ALL );
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m_sPreferredCourseGroup.Set( GROUP_ALL );
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@@ -207,6 +216,8 @@ void GameState::Reset()
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FOREACH_PlayerNumber( p )
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m_pPlayerState[p]->Reset();
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FOREACH_MultiPlayer( p )
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m_pMultiPlayerState[p]->Reset();
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ResetMusicStatistics();
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ResetStageStatistics();
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@@ -783,6 +794,20 @@ bool GameState::IsPlayerEnabled( PlayerNumber pn ) const
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return IsHumanPlayer( pn );
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}
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bool GameState::IsMultiPlayerEnabled( MultiPlayer mp ) const
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{
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return m_bIsMultiPlayerJoined[ mp ];
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}
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bool GameState::IsPlayerEnabled( const PlayerState* pPlayerState ) const
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{
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if( pPlayerState->m_mp != MultiPlayer_INVALID )
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return m_bIsMultiPlayerJoined[ pPlayerState->m_mp ];
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if( pPlayerState->m_PlayerNumber != PLAYER_INVALID )
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return IsPlayerEnabled( pPlayerState->m_PlayerNumber );
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return false;
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}
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int GameState::GetNumPlayersEnabled() const
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{
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int count = 0;
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@@ -1017,14 +1042,14 @@ bool GameState::IsDisqualified( PlayerNumber pn )
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void GameState::ResetNoteSkins()
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{
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FOREACH_PlayerNumber( pn )
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ResetNoteSkinsForPlayer( pn );
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ResetNoteSkinsForPlayer( m_pPlayerState[pn] );
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++m_BeatToNoteSkinRev;
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}
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void GameState::ResetNoteSkinsForPlayer( PlayerNumber pn )
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void GameState::ResetNoteSkinsForPlayer( PlayerState *ps )
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{
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m_pPlayerState[pn]->ResetNoteSkins();
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ps->ResetNoteSkins();
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++m_BeatToNoteSkinRev;
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}
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@@ -1129,7 +1154,7 @@ void GameState::SetNoteSkinForBeatRange( PlayerState* pPlayerState, const CStrin
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/* This is called to launch an attack, or to queue an attack if a.fStartSecond
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* is set. This is also called by GameState::Update when activating a queued attack. */
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void GameState::LaunchAttack( PlayerNumber target, const Attack& a )
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void GameState::LaunchAttack( MultiPlayer target, const Attack& a )
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{
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LOG->Trace( "Launch attack '%s' against P%d at %f", a.sModifiers.c_str(), target+1, a.fStartSecond );
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@@ -1195,8 +1220,9 @@ void setmax( T &a, const T &b )
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a = max(a, b);
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}
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SongOptions::FailType GameState::GetPlayerFailType( PlayerNumber pn ) const
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SongOptions::FailType GameState::GetPlayerFailType( const PlayerState *pPlayerState ) const
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{
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PlayerNumber pn = pPlayerState->m_PlayerNumber;
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SongOptions::FailType ft = m_SongOptions.m_FailType;
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/* If the player changed the fail mode explicitly, leave it alone. */
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@@ -1739,25 +1765,25 @@ Premium GameState::GetPremium()
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return PREFSMAN->m_Premium;
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}
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bool GameState::IsPlayerHot( PlayerNumber pn ) const
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bool GameState::IsPlayerHot( const PlayerState *pPlayerState ) const
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{
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return GAMESTATE->m_pPlayerState[pn]->m_HealthState == PlayerState::HOT;
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return pPlayerState->m_HealthState == PlayerState::HOT;
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}
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bool GameState::IsPlayerInDanger( PlayerNumber pn ) const
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bool GameState::IsPlayerInDanger( const PlayerState *pPlayerState ) const
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{
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if( GAMESTATE->GetPlayerFailType(pn) == SongOptions::FAIL_OFF )
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if( GAMESTATE->GetPlayerFailType(pPlayerState) == SongOptions::FAIL_OFF )
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return false;
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if( !PREFSMAN->m_bShowDanger )
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return false;
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return GAMESTATE->m_pPlayerState[pn]->m_HealthState == PlayerState::DANGER;
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return pPlayerState->m_HealthState == PlayerState::DANGER;
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}
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bool GameState::IsPlayerDead( PlayerNumber pn ) const
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bool GameState::IsPlayerDead( const PlayerState *pPlayerState ) const
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{
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if( GAMESTATE->GetPlayerFailType(pn) == SongOptions::FAIL_OFF )
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if( GAMESTATE->GetPlayerFailType(pPlayerState) == SongOptions::FAIL_OFF )
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return false;
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return GAMESTATE->m_pPlayerState[pn]->m_HealthState == PlayerState::DEAD;
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return pPlayerState->m_HealthState == PlayerState::DEAD;
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}
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float GameState::GetGoalPercentComplete( PlayerNumber pn )
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@@ -1858,6 +1884,7 @@ public:
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static int IsHumanPlayer( T* p, lua_State *L ) { lua_pushboolean(L, p->IsHumanPlayer((PlayerNumber)IArg(1)) ); return 1; }
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static int GetPlayerDisplayName( T* p, lua_State *L ) { lua_pushstring(L, p->GetPlayerDisplayName((PlayerNumber)IArg(1)) ); return 1; }
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static int GetMasterPlayerNumber( T* p, lua_State *L ) { lua_pushnumber(L, p->m_MasterPlayerNumber ); return 1; }
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static int GetMultiplayer( T* p, lua_State *L ) { lua_pushnumber(L, p->m_bMultiplayer); return 1; }
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static int ApplyGameCommand( T* p, lua_State *L )
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{
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PlayerNumber pn = PLAYER_INVALID;
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@@ -1982,6 +2009,7 @@ public:
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ADD_METHOD( IsHumanPlayer )
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ADD_METHOD( GetPlayerDisplayName )
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ADD_METHOD( GetMasterPlayerNumber )
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ADD_METHOD( GetMultiplayer )
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ADD_METHOD( ApplyGameCommand )
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ADD_METHOD( GetCurrentSong )
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ADD_METHOD( SetCurrentSong )
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@@ -24,8 +24,8 @@ class Game;
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class Style;
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class Character;
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class TimingData;
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struct StageStats;
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struct PlayerState;
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class StageStats;
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class PlayerState;
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struct lua_State;
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class LuaTable;
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class Profile;
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@@ -58,6 +58,7 @@ public:
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BroadcastOnChange<PlayMode> m_PlayMode; // many screens display different info depending on this value
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int m_iCoins; // not "credits"
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PlayerNumber m_MasterPlayerNumber; // used in Styles where one player controls both sides
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bool m_bMultiplayer;
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BroadcastOnChange1D<CourseDifficulty,NUM_PLAYERS> m_PreferredCourseDifficulty;// used in nonstop
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bool DifficultiesLocked();
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bool ChangePreferredDifficulty( PlayerNumber pn, Difficulty dc );
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@@ -83,6 +84,8 @@ public:
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void GetPlayerInfo( PlayerNumber pn, bool& bIsEnabledOut, bool& bIsHumanOut );
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bool IsPlayerEnabled( PlayerNumber pn ) const;
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bool IsMultiPlayerEnabled( MultiPlayer mp ) const;
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bool IsPlayerEnabled( const PlayerState* pPlayerState ) const;
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int GetNumPlayersEnabled() const;
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bool PlayerUsingBothSides() const;
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@@ -161,7 +164,7 @@ public:
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int m_BeatToNoteSkinRev; /* hack: incremented whenever m_BeatToNoteSkin changes */
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void ResetNoteSkins();
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void ResetNoteSkinsForPlayer( PlayerNumber pn );
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void ResetNoteSkinsForPlayer( PlayerState *ps );
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void GetAllUsedNoteSkins( vector<CString> &out ) const;
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static const float MUSIC_SECONDS_INVALID;
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@@ -170,9 +173,9 @@ public:
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void UpdateSongPosition( float fPositionSeconds, const TimingData &timing, const RageTimer ×tamp = RageZeroTimer );
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float GetSongPercent( float beat ) const;
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bool IsPlayerHot( PlayerNumber pn ) const;
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bool IsPlayerInDanger( PlayerNumber pn ) const;
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bool IsPlayerDead( PlayerNumber pn ) const;
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bool IsPlayerHot( const PlayerState *pPlayerState ) const;
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bool IsPlayerInDanger( const PlayerState *pPlayerState ) const;
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bool IsPlayerDead( const PlayerState *pPlayerState ) const;
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bool AllAreInDangerOrWorse() const;
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bool AllAreDead() const;
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bool AllHumanHaveComboOf30OrMoreMisses() const;
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@@ -191,7 +194,7 @@ public:
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bool m_bGoalComplete[NUM_PLAYERS];
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void GetUndisplayedBeats( const PlayerState* pPlayerState, float TotalSeconds, float &StartBeat, float &EndBeat ) const; // only meaningful when a NoteField is in use
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void LaunchAttack( PlayerNumber target, const Attack& a );
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void LaunchAttack( MultiPlayer target, const Attack& a );
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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 EndActiveAttacksForPlayer( PlayerNumber pn );
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@@ -220,7 +223,7 @@ public:
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bool IsDisqualified( PlayerNumber pn );
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bool PlayerIsUsingModifier( PlayerNumber pn, const CString &sModifier );
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SongOptions::FailType GetPlayerFailType( PlayerNumber pn ) const;
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SongOptions::FailType GetPlayerFailType( const PlayerState *pPlayerState ) const;
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// character stuff
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Character* m_pCurCharacters[NUM_PLAYERS];
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@@ -272,6 +275,7 @@ public:
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// PlayerState
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//
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PlayerState* m_pPlayerState[NUM_PLAYERS];
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PlayerState* m_pMultiPlayerState[NUM_MultiPlayer];
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//
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// Preference wrappers
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