cleanup/comment stuff
This commit is contained in:
+21
-25
@@ -78,9 +78,9 @@ public:
|
||||
* the three credits needed to begin the game. */
|
||||
BroadcastOnChange<int> m_iCoins;
|
||||
/** @brief The player number used with Styles where one player controls both sides. */
|
||||
PlayerNumber m_MasterPlayerNumber;
|
||||
bool m_bMultiplayer;
|
||||
int m_iNumMultiplayerNoteFields;
|
||||
PlayerNumber m_MasterPlayerNumber;
|
||||
bool m_bMultiplayer;
|
||||
int m_iNumMultiplayerNoteFields;
|
||||
bool DifficultiesLocked() const;
|
||||
bool ChangePreferredDifficultyAndStepsType( PlayerNumber pn, Difficulty dc, StepsType st );
|
||||
bool ChangePreferredDifficulty( PlayerNumber pn, int dir );
|
||||
@@ -90,24 +90,24 @@ public:
|
||||
Difficulty GetClosestShownDifficulty( PlayerNumber pn ) const;
|
||||
Difficulty GetEasiestStepsDifficulty() const;
|
||||
Difficulty GetHardestStepsDifficulty() const;
|
||||
RageTimer m_timeGameStarted; // from the moment the first player pressed Start
|
||||
LuaTable *m_Environment;
|
||||
RageTimer m_timeGameStarted; // from the moment the first player pressed Start
|
||||
LuaTable *m_Environment;
|
||||
|
||||
// This is set to a random number per-game/round; it can be used for a random seed.
|
||||
int m_iGameSeed, m_iStageSeed;
|
||||
RString m_sStageGUID;
|
||||
int m_iGameSeed, m_iStageSeed;
|
||||
RString m_sStageGUID;
|
||||
|
||||
/**
|
||||
* @brief Determine if a second player can join in at this time.
|
||||
* @return true if a player can still enter the game, false otherwise. */
|
||||
bool PlayersCanJoin() const;
|
||||
int GetCoinsNeededToJoin() const;
|
||||
bool EnoughCreditsToJoin() const { return m_iCoins >= GetCoinsNeededToJoin(); }
|
||||
bool PlayersCanJoin() const;
|
||||
int GetCoinsNeededToJoin() const;
|
||||
bool EnoughCreditsToJoin() const { return m_iCoins >= GetCoinsNeededToJoin(); }
|
||||
int GetNumSidesJoined() const;
|
||||
|
||||
const Game* GetCurrentGame();
|
||||
const Style* GetCurrentStyle() const;
|
||||
void SetCurrentStyle( const Style *pStyle );
|
||||
void SetCurrentStyle( const Style *pStyle );
|
||||
|
||||
void GetPlayerInfo( PlayerNumber pn, bool& bIsEnabledOut, bool& bIsHumanOut );
|
||||
bool IsPlayerEnabled( PlayerNumber pn ) const;
|
||||
@@ -129,17 +129,17 @@ public:
|
||||
|
||||
BroadcastOnChange<RString> m_sPreferredSongGroup; // GROUP_ALL denotes no preferred group
|
||||
BroadcastOnChange<RString> m_sPreferredCourseGroup; // GROUP_ALL denotes no preferred group
|
||||
bool m_bChangedFailTypeOnScreenSongOptions; // true if FailType was changed in the song options screen
|
||||
bool m_bChangedFailTypeOnScreenSongOptions; // true if FailType was changed in the song options screen
|
||||
BroadcastOnChange<StepsType> m_PreferredStepsType;
|
||||
BroadcastOnChange1D<Difficulty,NUM_PLAYERS> m_PreferredDifficulty;
|
||||
BroadcastOnChange1D<CourseDifficulty,NUM_PLAYERS> m_PreferredCourseDifficulty;// used in nonstop
|
||||
BroadcastOnChange<SortOrder> m_SortOrder; // set by MusicWheel
|
||||
SortOrder m_PreferredSortOrder; // used by MusicWheel
|
||||
EditMode m_EditMode;
|
||||
bool IsEditing() const { return m_EditMode != EditMode_Invalid; }
|
||||
bool m_bDemonstrationOrJukebox; // ScreenGameplay does special stuff when this is true
|
||||
bool m_bJukeboxUsesModifiers;
|
||||
int m_iNumStagesOfThisSong;
|
||||
SortOrder m_PreferredSortOrder; // used by MusicWheel
|
||||
EditMode m_EditMode;
|
||||
bool IsEditing() const { return m_EditMode != EditMode_Invalid; }
|
||||
bool m_bDemonstrationOrJukebox; // ScreenGameplay does special stuff when this is true
|
||||
bool m_bJukeboxUsesModifiers;
|
||||
int m_iNumStagesOfThisSong;
|
||||
/**
|
||||
* @brief Increase this every stage while not resetting on a continue.
|
||||
*
|
||||
@@ -159,8 +159,8 @@ public:
|
||||
void CancelStage();
|
||||
void CommitStageStats();
|
||||
void FinishStage();
|
||||
int GetNumStagesLeft( PlayerNumber pn ) const;
|
||||
int GetSmallestNumStagesLeftForAnyHumanPlayer() const;
|
||||
int GetNumStagesLeft( PlayerNumber pn ) const;
|
||||
int GetSmallestNumStagesLeftForAnyHumanPlayer() const;
|
||||
bool IsFinalStageForAnyHumanPlayer() const;
|
||||
bool IsAnExtraStage() const;
|
||||
bool IsAnExtraStageAndSelectionLocked() const;
|
||||
@@ -173,7 +173,6 @@ public:
|
||||
bool m_bLoadingNextSong;
|
||||
int GetLoadingCourseSongIndex() const;
|
||||
|
||||
|
||||
// State Info used during gameplay
|
||||
|
||||
// NULL on ScreenSelectMusic if the currently selected wheel item isn't a Song.
|
||||
@@ -212,17 +211,14 @@ public:
|
||||
BroadcastOnChange<bool> m_bGameplayLeadIn;
|
||||
|
||||
// Metricable noteskin things
|
||||
//void LoadNoteSkinMetrics( PlayerNumber pn );
|
||||
/*
|
||||
void LoadNoteSkinMetrics( PlayerNumber pn );
|
||||
int m_iNoteSkinColSpacing[NUM_PLAYERS];
|
||||
int m_iNoteSkinArrowSize[NUM_PLAYERS];
|
||||
*/
|
||||
// not sure I want to let noteskins change row spacing, as that changes how
|
||||
// the speed mods work... -aj
|
||||
//int m_iNoteSkinRowSpacing[NUM_PLAYERS];
|
||||
// what are these for, exactly? -aj
|
||||
//bool m_bNoteSkinOverrideDim[NUM_PLAYERS];
|
||||
//bool m_bNoteSkinOverrideBright[NUM_PLAYERS];
|
||||
|
||||
float m_fMusicSecondsVisible;
|
||||
float m_fSongBeatVisible;
|
||||
|
||||
Reference in New Issue
Block a user