Spacing cleanup.

This commit is contained in:
Steve Checkoway
2006-07-10 00:24:13 +00:00
parent 0b8e8f8512
commit ba99f1df55
2 changed files with 29 additions and 29 deletions
+19 -19
View File
@@ -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<Attack> 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<Attack> 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 );