"for( int p=0; p<NUM_PLAYERS; p++ )" -> "FOREACH_PlayerNumber( p )"
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+17
-17
@@ -409,7 +409,7 @@ void GameState::SaveCurrentSettingsToProfile( PlayerNumber pn )
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void GameState::Update( float fDelta )
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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{
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m_CurrentPlayerOptions[p].Approach( m_PlayerOptions[p], fDelta );
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@@ -463,7 +463,7 @@ void GameState::ReloadCharacters()
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delete m_pCharacters[i];
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m_pCharacters.clear();
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for( int p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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m_pCurCharacters[p] = NULL;
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CStringArray as;
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@@ -515,7 +515,7 @@ void GameState::ResetStageStatistics()
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{
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if( GetStageIndex() == 0 )
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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{
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Profile* pProfile = PROFILEMAN->GetProfile((PlayerNumber)p);
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if( pProfile )
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@@ -532,7 +532,7 @@ void GameState::ResetStageStatistics()
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RemoveAllInventory();
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m_fOpponentHealthPercent = 1;
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m_fTugLifePercentP1 = 0.5f;
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for( int p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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{
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m_fSuperMeter[p] = 0;
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m_HealthState[p] = ALIVE;
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@@ -543,7 +543,7 @@ void GameState::ResetStageStatistics()
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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{
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m_vLastPerDifficultyAwards[p].clear();
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m_vLastPeakComboAwards[p].clear();
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@@ -722,7 +722,7 @@ int GameState::GetCourseSongIndex() const
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{
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int iSongIndex = 0;
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/* iSongsPlayed includes the current song, so it's 1-based; subtract one. */
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for( int p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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if( IsPlayerEnabled(p) )
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iSongIndex = max( iSongIndex, g_CurStageStats.iSongsPlayed[p]-1 );
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return iSongIndex;
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@@ -803,7 +803,7 @@ bool GameState::IsPlayerEnabled( PlayerNumber pn ) const
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int GameState::GetNumPlayersEnabled() const
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{
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int count = 0;
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for( int p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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if( IsPlayerEnabled(p) )
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count++;
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return count;
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@@ -838,7 +838,7 @@ bool GameState::IsHumanPlayer( PlayerNumber pn ) const
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int GameState::GetNumHumanPlayers() const
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{
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int count = 0;
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for( int p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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if( IsHumanPlayer(p) )
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count++;
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return count;
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@@ -846,7 +846,7 @@ int GameState::GetNumHumanPlayers() const
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PlayerNumber GameState::GetFirstHumanPlayer() const
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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if( IsHumanPlayer(p) )
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return (PlayerNumber)p;
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ASSERT(0); // there must be at least 1 human player
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@@ -860,7 +860,7 @@ bool GameState::IsCpuPlayer( PlayerNumber pn ) const
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bool GameState::AnyPlayersAreCpu() const
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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if( IsCpuPlayer(p) )
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return true;
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return false;
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@@ -904,7 +904,7 @@ bool GameState::HasEarnedExtraStage() const
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if( (this->IsFinalStage() || this->IsExtraStage()) )
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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{
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if( !this->IsPlayerEnabled(p) )
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continue; // skip
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@@ -1033,7 +1033,7 @@ void GameState::StoreSelectedOptions()
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* at the end of gameplay to restore options. */
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void GameState::RestoreSelectedOptions()
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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this->m_PlayerOptions[p] = this->m_StoredPlayerOptions[p];
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m_SongOptions = m_StoredSongOptions;
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}
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@@ -1178,7 +1178,7 @@ void GameState::RemoveActiveAttacksForPlayer( PlayerNumber pn, AttackLevel al )
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void GameState::RemoveAllInventory()
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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for( int s=0; s<NUM_INVENTORY_SLOTS; s++ )
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{
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m_Inventory[p][s].fSecsRemaining = 0;
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@@ -1214,7 +1214,7 @@ void GameState::RebuildPlayerOptionsFromActiveAttacks( PlayerNumber pn )
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void GameState::RemoveAllActiveAttacks() // called on end of song
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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RemoveActiveAttacksForPlayer( (PlayerNumber)p );
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}
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@@ -1591,7 +1591,7 @@ void GameState::StoreRankingName( PlayerNumber pn, CString name )
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bool GameState::AllAreInDangerOrWorse() const
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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if( this->IsPlayerEnabled(p) )
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if( m_HealthState[p] < DANGER )
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return false;
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@@ -1600,7 +1600,7 @@ bool GameState::AllAreInDangerOrWorse() const
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bool GameState::AllAreDead() const
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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if( this->IsPlayerEnabled(p) )
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if( m_HealthState[p] < DEAD )
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return false;
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@@ -1609,7 +1609,7 @@ bool GameState::AllAreDead() const
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bool GameState::OneIsHot() const
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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if( this->IsPlayerEnabled(PlayerNumber(p)) )
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if( m_HealthState[p] == HOT )
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return true;
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