small cleanup/comment
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+4
-4
@@ -162,9 +162,9 @@ public:
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/* All floats have a corresponding speed setting, which determines how fast
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* PlayerOptions::Approach approaches. */
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bool m_bSetScrollSpeed; // true if the scroll speed was set by FromString
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float m_fTimeSpacing, m_SpeedfTimeSpacing; // instead of Beat spacing
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float m_fScrollSpeed, m_SpeedfScrollSpeed; // used if !m_bTimeSpacing
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float m_fScrollBPM, m_SpeedfScrollBPM; // used if m_bTimeSpacing
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float m_fTimeSpacing, m_SpeedfTimeSpacing; // instead of Beat spacing (CMods, mMods)
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float m_fScrollSpeed, m_SpeedfScrollSpeed; // used if !m_bTimeSpacing (xMods)
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float m_fScrollBPM, m_SpeedfScrollBPM; // used if m_bTimeSpacing (CMod)
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float m_fAccels[NUM_ACCELS], m_SpeedfAccels[NUM_ACCELS];
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float m_fEffects[NUM_EFFECTS], m_SpeedfEffects[NUM_EFFECTS];
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float m_fAppearances[NUM_APPEARANCES],m_SpeedfAppearances[NUM_APPEARANCES];
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@@ -189,7 +189,7 @@ public:
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bool m_bTransforms[NUM_TRANSFORMS];
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bool m_bMuteOnError;
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/** @brief How can the Player fail a song? */
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enum FailType {
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enum FailType {
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FAIL_IMMEDIATE=0, /**< fail immediately when life touches 0 */
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FAIL_IMMEDIATE_CONTINUE, /**< Same as above, but allow playing the rest of the song */
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FAIL_AT_END, /**< fail if life is at 0 when the song ends */
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