more rave balancing
add "noquads"
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@@ -259,7 +259,7 @@ void GameState::Update( float fDelta )
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m_CurrentPlayerOptions[p].Approach( m_PlayerOptions[p], fDelta );
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bool RebuildPlayerOptions = false;
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bool bRebuildPlayerOptions = false;
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/* See if any delayed attacks are starting. */
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for( s=0; s<m_ActiveAttacks[p].size(); s++ )
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@@ -271,7 +271,7 @@ void GameState::Update( float fDelta )
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m_ActiveAttacks[p][s].fStartSecond = -1;
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RebuildPlayerOptions = true;
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bRebuildPlayerOptions = true;
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}
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/* See if any attacks are ending. */
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@@ -293,11 +293,14 @@ void GameState::Update( float fDelta )
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/* ending */
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m_ActiveAttacks[p].erase( m_ActiveAttacks[p].begin()+s, m_ActiveAttacks[p].begin()+s+1 );
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m_bAttackEndedThisUpdate[p] = true;
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RebuildPlayerOptions = true;
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bRebuildPlayerOptions = true;
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}
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if( RebuildPlayerOptions )
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if( bRebuildPlayerOptions )
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RebuildPlayerOptionsFromActiveAttacks( (PlayerNumber)p );
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if( m_fSecondsUntilAttacksPhasedOut[p] > 0 )
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m_fSecondsUntilAttacksPhasedOut[p] = max( 0, m_fSecondsUntilAttacksPhasedOut[p] - fDelta );
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}
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}
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@@ -382,6 +385,9 @@ void GameState::ResetStageStatistics()
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{
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m_fSuperMeter[p] = 0;
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m_HealthState[p] = ALIVE;
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m_iLastPositiveSumOfAttackLevels[p] = 0;
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m_fSecondsUntilAttacksPhasedOut[p] = 0; // PlayerAI not affected
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}
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}
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@@ -862,6 +868,19 @@ void GameState::RebuildPlayerOptionsFromActiveAttacks( PlayerNumber pn )
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po.FromString( m_ActiveAttacks[pn][s].sModifier );
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}
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m_PlayerOptions[pn] = po;
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int iSumOfAttackLevels = GetSumOfActiveAttackLevels( pn );
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if( iSumOfAttackLevels > 0 )
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{
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m_iLastPositiveSumOfAttackLevels[pn] = iSumOfAttackLevels;
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m_fSecondsUntilAttacksPhasedOut[pn] = 10000; // any positive number that won't run out before the attacks
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}
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else
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{
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// don't change! m_iLastPositiveSumOfAttackLevels[p] = iSumOfAttackLevels;
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m_fSecondsUntilAttacksPhasedOut[pn] = 2; // 2 seconds to phase out
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}
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}
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int GameState::GetSumOfActiveAttackLevels( PlayerNumber pn )
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