Spacing cleanup.
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+19
-19
@@ -19,23 +19,23 @@ public:
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// TODO: Remove use of PlayerNumber. All data about the player should live
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// in PlayerState and callers should not use PlayerNumber to index into
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// GameState.
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PlayerNumber m_PlayerNumber;
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MultiPlayer m_mp;
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PlayerNumber m_PlayerNumber;
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MultiPlayer m_mp;
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RageTimer m_timerPlayerOptions;
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PlayerOptions m_CurrentPlayerOptions; // current approaches destination
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PlayerOptions m_PlayerOptions; // change this, and current will move gradually toward it
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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
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PlayerOptions m_StoredPlayerOptions; // user's choices on the PlayerOptions screen
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RageTimer m_timerPlayerOptions;
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PlayerOptions m_CurrentPlayerOptions; // current approaches destination
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PlayerOptions m_PlayerOptions; // change this, and current will move gradually toward it
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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
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PlayerOptions m_StoredPlayerOptions; // user's choices on the PlayerOptions screen
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//
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// Used in Gameplay
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//
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mutable float m_fLastDrawnBeat; // Set by NoteField. Used to push note-changing modifers back so that notes doesn't pop.
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mutable float m_fLastDrawnBeat; // Set by NoteField. Used to push note-changing modifers back so that notes doesn't pop.
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enum HealthState { HOT, ALIVE, DANGER, DEAD };
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HealthState m_HealthState;
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HealthState m_HealthState;
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PlayerController m_PlayerController;
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@@ -47,27 +47,27 @@ public:
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void EndActiveAttacks();
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void RebuildPlayerOptionsFromActiveAttacks();
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int GetSumOfActiveAttackLevels() const;
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int m_iCpuSkill; // only used when m_PlayerController is PC_CPU
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int m_iCpuSkill; // only used when m_PlayerController is PC_CPU
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// Attacks take a while to transition out of use. Account for this in PlayerAI
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// by still penalizing it for 1 second after the player options are rebuilt.
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int m_iLastPositiveSumOfAttackLevels;
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float m_fSecondsUntilAttacksPhasedOut; // positive means PlayerAI is still affected
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bool m_bAttackBeganThisUpdate; // flag for other objects to watch (play sounds)
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bool m_bAttackEndedThisUpdate; // flag for other objects to watch (play sounds)
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AttackArray m_ActiveAttacks;
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vector<Attack> m_ModsToApply;
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int m_iLastPositiveSumOfAttackLevels;
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float m_fSecondsUntilAttacksPhasedOut;// positive means PlayerAI is still affected
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bool m_bAttackBeganThisUpdate; // flag for other objects to watch (play sounds)
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bool m_bAttackEndedThisUpdate; // flag for other objects to watch (play sounds)
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AttackArray m_ActiveAttacks;
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vector<Attack> m_ModsToApply;
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//
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// Used in Rave
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//
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float m_fSuperMeter; // between 0 and NUM_ATTACK_LEVELS
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float m_fSuperMeterGrowthScale;
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float m_fSuperMeter; // between 0 and NUM_ATTACK_LEVELS
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float m_fSuperMeterGrowthScale;
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//
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// Used in Battle
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//
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void RemoveAllInventory();
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Attack m_Inventory[NUM_INVENTORY_SLOTS];
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Attack m_Inventory[NUM_INVENTORY_SLOTS];
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// Lua
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void PushSelf( lua_State *L );
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