diff --git a/stepmania/src/PlayerState.h b/stepmania/src/PlayerState.h index 196c02f69b..228da9fe71 100644 --- a/stepmania/src/PlayerState.h +++ b/stepmania/src/PlayerState.h @@ -19,23 +19,23 @@ public: // TODO: Remove use of PlayerNumber. All data about the player should live // in PlayerState and callers should not use PlayerNumber to index into // GameState. - PlayerNumber m_PlayerNumber; - MultiPlayer m_mp; + PlayerNumber m_PlayerNumber; + MultiPlayer m_mp; - RageTimer m_timerPlayerOptions; - PlayerOptions m_CurrentPlayerOptions; // current approaches destination - PlayerOptions m_PlayerOptions; // change this, and current will move gradually toward it - PlayerOptions m_StagePlayerOptions; // options that are in effect for this stage. May be different from m_StoredPlayerOptions if using forced beginner or forced Survial mods - PlayerOptions m_StoredPlayerOptions; // user's choices on the PlayerOptions screen + RageTimer m_timerPlayerOptions; + PlayerOptions m_CurrentPlayerOptions; // current approaches destination + PlayerOptions m_PlayerOptions; // change this, and current will move gradually toward it + PlayerOptions m_StagePlayerOptions; // options that are in effect for this stage. May be different from m_StoredPlayerOptions if using forced beginner or forced Survial mods + PlayerOptions m_StoredPlayerOptions; // user's choices on the PlayerOptions screen // // Used in Gameplay // - mutable float m_fLastDrawnBeat; // Set by NoteField. Used to push note-changing modifers back so that notes doesn't pop. + mutable float m_fLastDrawnBeat; // Set by NoteField. Used to push note-changing modifers back so that notes doesn't pop. enum HealthState { HOT, ALIVE, DANGER, DEAD }; - HealthState m_HealthState; + HealthState m_HealthState; PlayerController m_PlayerController; @@ -47,27 +47,27 @@ public: void EndActiveAttacks(); void RebuildPlayerOptionsFromActiveAttacks(); int GetSumOfActiveAttackLevels() const; - int m_iCpuSkill; // only used when m_PlayerController is PC_CPU + int m_iCpuSkill; // only used when m_PlayerController is PC_CPU // Attacks take a while to transition out of use. Account for this in PlayerAI // by still penalizing it for 1 second after the player options are rebuilt. - int m_iLastPositiveSumOfAttackLevels; - float m_fSecondsUntilAttacksPhasedOut; // positive means PlayerAI is still affected - bool m_bAttackBeganThisUpdate; // flag for other objects to watch (play sounds) - bool m_bAttackEndedThisUpdate; // flag for other objects to watch (play sounds) - AttackArray m_ActiveAttacks; - vector m_ModsToApply; + int m_iLastPositiveSumOfAttackLevels; + float m_fSecondsUntilAttacksPhasedOut;// positive means PlayerAI is still affected + bool m_bAttackBeganThisUpdate; // flag for other objects to watch (play sounds) + bool m_bAttackEndedThisUpdate; // flag for other objects to watch (play sounds) + AttackArray m_ActiveAttacks; + vector m_ModsToApply; // // Used in Rave // - float m_fSuperMeter; // between 0 and NUM_ATTACK_LEVELS - float m_fSuperMeterGrowthScale; + float m_fSuperMeter; // between 0 and NUM_ATTACK_LEVELS + float m_fSuperMeterGrowthScale; // // Used in Battle // void RemoveAllInventory(); - Attack m_Inventory[NUM_INVENTORY_SLOTS]; + Attack m_Inventory[NUM_INVENTORY_SLOTS]; // Lua void PushSelf( lua_State *L ); diff --git a/stepmania/src/ScoreKeeperNormal.h b/stepmania/src/ScoreKeeperNormal.h index 4f578f7567..ff6f2ca04a 100644 --- a/stepmania/src/ScoreKeeperNormal.h +++ b/stepmania/src/ScoreKeeperNormal.h @@ -22,14 +22,14 @@ class ScoreKeeperNormal: public ScoreKeeper int m_iMaxScoreSoFar; // for nonstop scoring int m_iPointBonus; // the difference to award at the end int m_iCurToastyCombo; - bool m_bIsLastSongInCourse; - bool m_bIsBeginner; + bool m_bIsLastSongInCourse; + bool m_bIsBeginner; - bool m_bComboIsPerRow; - TapNoteScore m_MinScoreToContinueCombo; - TapNoteScore m_MinScoreToMaintainCombo; + bool m_bComboIsPerRow; + TapNoteScore m_MinScoreToContinueCombo; + TapNoteScore m_MinScoreToMaintainCombo; - vector m_apSteps; + vector m_apSteps; void AddScore( TapNoteScore score ); @@ -58,10 +58,10 @@ public: // This must be calculated using only cached radar values so that we can // do it quickly. - static int GetPossibleDancePoints( const RadarValues& fRadars ); - static int GetPossibleDancePoints( const RadarValues& fOriginalRadars, const RadarValues& fPostRadars ); - static int GetPossibleGradePoints( const RadarValues& fRadars ); - static int GetPossibleGradePoints( const RadarValues& fOriginalRadars, const RadarValues& fPostRadars ); + static int GetPossibleDancePoints( const RadarValues& fRadars ); + static int GetPossibleDancePoints( const RadarValues& fOriginalRadars, const RadarValues& fPostRadars ); + static int GetPossibleGradePoints( const RadarValues& fRadars ); + static int GetPossibleGradePoints( const RadarValues& fOriginalRadars, const RadarValues& fPostRadars ); int TapNoteScoreToDancePoints( TapNoteScore tns ) const; int HoldNoteScoreToDancePoints( HoldNoteScore hns ) const;