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