support Transforms as attacks
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@@ -316,6 +316,52 @@ void Player::Update( float fDeltaTime )
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}
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// process transforms that are waiting to be applied
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for( i=0; i<GAMESTATE->m_TransformsToApply[m_PlayerNumber].size(); i++ )
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{
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// Start beat needs to be far enough ahead to be off screen so that
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// addition arrows don't suddenly pop on.
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float fStartBeat = GAMESTATE->m_fSongBeat + BEATS_PER_MEASURE*2;
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fStartBeat = ((int)fStartBeat)+1;
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float fStartSeconds = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat( fStartBeat );
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float fEndSeconds = fStartSeconds+10;
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float fEndBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fEndSeconds );
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fEndBeat = ((int)fEndBeat)+1;
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switch( GAMESTATE->m_TransformsToApply[m_PlayerNumber][i] )
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{
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case PlayerOptions::TRANSFORM_LITTLE:
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NoteDataUtil::Little( *this, fStartBeat, fEndBeat );
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NoteDataUtil::Little( m_NoteField, fStartBeat, fEndBeat );
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break;
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case PlayerOptions::TRANSFORM_WIDE:
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NoteDataUtil::Wide( *this, fStartBeat, fEndBeat );
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NoteDataUtil::Wide( m_NoteField, fStartBeat, fEndBeat );
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break;
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case PlayerOptions::TRANSFORM_BIG:
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NoteDataUtil::Big( *this, fStartBeat, fEndBeat );
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NoteDataUtil::Big( m_NoteField, fStartBeat, fEndBeat );
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break;
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case PlayerOptions::TRANSFORM_QUICK:
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NoteDataUtil::Quick( *this, fStartBeat, fEndBeat );
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NoteDataUtil::Quick( m_NoteField, fStartBeat, fEndBeat );
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break;
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case PlayerOptions::TRANSFORM_SKIPPY:
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NoteDataUtil::Skippy( *this, fStartBeat, fEndBeat );
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NoteDataUtil::Skippy( m_NoteField, fStartBeat, fEndBeat );
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break;
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case PlayerOptions::TRANSFORM_MINES:
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NoteDataUtil::Mines( *this, fStartBeat, fEndBeat );
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NoteDataUtil::Mines( m_NoteField, fStartBeat, fEndBeat );
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break;
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case PlayerOptions::TRANSFORM_NONE:
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default:
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ASSERT(0);
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}
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}
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GAMESTATE->m_TransformsToApply[m_PlayerNumber].clear();
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ActorFrame::Update( fDeltaTime );
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}
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