bypass GameState and launch the attack directly to the state, for
more obviously consistent behavior
This commit is contained in:
@@ -997,7 +997,7 @@ void ScreenGameplay::SetupSong( int iSongIndex )
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continue;
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continue;
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a.sModifiers = po.m_sNoteSkin;
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a.sModifiers = po.m_sNoteSkin;
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GAMESTATE->LaunchAttack( pi->GetPlayerStateAndStageStatsIndex(), a );
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pi->GetPlayerState()->LaunchAttack( a );
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/* Update attack bOn flags. */
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/* Update attack bOn flags. */
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pi->GetPlayerState()->Update(0);
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pi->GetPlayerState()->Update(0);
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@@ -1028,7 +1028,7 @@ void ScreenGameplay::SetupSong( int iSongIndex )
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if( a.fStartSecond == 0 )
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if( a.fStartSecond == 0 )
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a.fStartSecond = -1; // now
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a.fStartSecond = -1; // now
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GAMESTATE->LaunchAttack( pi->GetPlayerStateAndStageStatsIndex(), a );
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pi->GetPlayerState()->LaunchAttack( a );
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GAMESTATE->m_SongOptions.FromString( a.sModifiers );
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GAMESTATE->m_SongOptions.FromString( a.sModifiers );
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}
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}
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