"m_pCurNotes" -> "m_pCurSteps"
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@@ -151,7 +151,7 @@ void ScreenGameplay::Init()
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// fill in difficulty of CPU players with that of the first human player
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FOREACH_PotentialCpuPlayer(p)
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GAMESTATE->m_pCurNotes[p] = GAMESTATE->m_pCurNotes[ GAMESTATE->GetFirstHumanPlayer() ];
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GAMESTATE->m_pCurSteps[p] = GAMESTATE->m_pCurSteps[ GAMESTATE->GetFirstHumanPlayer() ];
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switch( GAMESTATE->m_PlayMode )
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{
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@@ -227,7 +227,7 @@ void ScreenGameplay::Init()
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m_apSongsQueue.push_back( GAMESTATE->m_pCurSong );
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FOREACH_PlayerNumber(p)
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{
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m_vpStepsQueue[p].push_back( GAMESTATE->m_pCurNotes[p] );
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m_vpStepsQueue[p].push_back( GAMESTATE->m_pCurSteps[p] );
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m_asModifiersQueue[p].push_back( AttackArray() );
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}
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}
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@@ -795,7 +795,7 @@ void ScreenGameplay::SetupSong( int p, int iSongIndex )
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/* This is the first beat that can be changed without it being visible. Until
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* we draw for the first time, any beat can be changed. */
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GAMESTATE->m_fLastDrawnBeat[p] = -100;
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GAMESTATE->m_pCurNotes[p] = m_vpStepsQueue[p][iSongIndex];
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GAMESTATE->m_pCurSteps[p] = m_vpStepsQueue[p][iSongIndex];
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// Put course options into effect.
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GAMESTATE->m_ModsToApply[p].clear();
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@@ -817,7 +817,7 @@ void ScreenGameplay::SetupSong( int p, int iSongIndex )
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GAMESTATE->m_CurrentPlayerOptions[p] = GAMESTATE->m_PlayerOptions[p];
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NoteData pOriginalNoteData;
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GAMESTATE->m_pCurNotes[p]->GetNoteData( &pOriginalNoteData );
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GAMESTATE->m_pCurSteps[p]->GetNoteData( &pOriginalNoteData );
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const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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NoteData pNewNoteData;
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@@ -878,10 +878,10 @@ void ScreenGameplay::LoadNextSong()
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SetupSong( p, iPlaySongIndex );
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Song* pSong = GAMESTATE->m_pCurSong;
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Steps* pSteps = GAMESTATE->m_pCurNotes[p];
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Steps* pSteps = GAMESTATE->m_pCurSteps[p];
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ASSERT( GAMESTATE->m_pCurNotes[p] );
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m_textStepsDescription[p].SetText( GAMESTATE->m_pCurNotes[p]->GetDescription() );
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ASSERT( GAMESTATE->m_pCurSteps[p] );
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m_textStepsDescription[p].SetText( GAMESTATE->m_pCurSteps[p]->GetDescription() );
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/* Increment the play count even if the player fails. (It's still popular,
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* even if the people playing it aren't good at it.) */
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@@ -912,13 +912,13 @@ void ScreenGameplay::LoadNextSong()
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PREFSMAN->m_iProgressiveNonstopLifebar);
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}
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m_DifficultyIcon[p].SetFromNotes( PlayerNumber(p), GAMESTATE->m_pCurNotes[p] );
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m_DifficultyIcon[p].SetFromNotes( PlayerNumber(p), GAMESTATE->m_pCurSteps[p] );
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/* The actual note data for scoring is the base class of Player. This includes
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* transforms, like Wide. Otherwise, the scoring will operate on the wrong data. */
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m_pPrimaryScoreKeeper[p]->OnNextSong( GAMESTATE->GetCourseSongIndex(), GAMESTATE->m_pCurNotes[p], &m_Player[p] );
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m_pPrimaryScoreKeeper[p]->OnNextSong( GAMESTATE->GetCourseSongIndex(), GAMESTATE->m_pCurSteps[p], &m_Player[p] );
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if( m_pSecondaryScoreKeeper[p] )
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m_pSecondaryScoreKeeper[p]->OnNextSong( GAMESTATE->GetCourseSongIndex(), GAMESTATE->m_pCurNotes[p], &m_Player[p] );
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m_pSecondaryScoreKeeper[p]->OnNextSong( GAMESTATE->GetCourseSongIndex(), GAMESTATE->m_pCurSteps[p], &m_Player[p] );
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if( m_bDemonstration )
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{
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@@ -928,7 +928,7 @@ void ScreenGameplay::LoadNextSong()
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else if( GAMESTATE->IsCpuPlayer(p) )
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{
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GAMESTATE->m_PlayerController[p] = PC_CPU;
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int iMeter = GAMESTATE->m_pCurNotes[p]->GetMeter();
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int iMeter = GAMESTATE->m_pCurSteps[p]->GetMeter();
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int iNewSkill = SCALE( iMeter, MIN_METER, MAX_METER, 0, NUM_SKILL_LEVELS-1 );
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/* Watch out: songs aren't actually bound by MAX_METER. */
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iNewSkill = clamp( iNewSkill, 0, NUM_SKILL_LEVELS-1 );
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@@ -1005,7 +1005,7 @@ void ScreenGameplay::LoadNextSong()
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{
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FOREACH_HumanPlayer( p )
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{
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if( GAMESTATE->m_pCurNotes[p]->GetDifficulty() == DIFFICULTY_BEGINNER )
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if( GAMESTATE->m_pCurSteps[p]->GetDifficulty() == DIFFICULTY_BEGINNER )
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m_BeginnerHelper.AddPlayer( p, &m_Player[p] );
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}
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}
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