doxygen
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+13
-6
@@ -78,8 +78,9 @@ public:
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// Lua
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// Lua
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void PushSelf( lua_State *L );
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void PushSelf( lua_State *L );
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/** @brief The present Player that is playing the game. */
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/** @brief The present Player's number. */
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PlayerNumber m_pn;
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PlayerNumber m_pn;
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/** @brief The present Player's multiplayer number. */
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MultiPlayer m_mp;
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MultiPlayer m_mp;
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bool m_bIsDummy;
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bool m_bIsDummy;
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int m_iDummyIndex;
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int m_iDummyIndex;
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@@ -122,6 +123,7 @@ public:
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/** @brief The NoteData the Player has to get through. */
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/** @brief The NoteData the Player has to get through. */
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NoteData m_NoteData;
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NoteData m_NoteData;
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/** @brief The specific Player that is going to play. */
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Player *m_pPlayer;
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Player *m_pPlayer;
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/**
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/**
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@@ -222,12 +224,14 @@ protected:
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virtual void InitSongQueues();
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virtual void InitSongQueues();
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/** @brief The different game states of ScreenGameplay. */
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enum DancingState {
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enum DancingState {
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STATE_INTRO = 0, // not allowed to press Back
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STATE_INTRO = 0, /**< The starting state, pressing Back isn't allowed here. */
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STATE_DANCING,
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STATE_DANCING, /**< The main state where notes have to be pressed. */
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STATE_OUTRO, // not allowed to press Back
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STATE_OUTRO, /**< The ending state, pressing Back isn't allowed here. */
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NUM_DANCING_STATES
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NUM_DANCING_STATES
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} m_DancingState;
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}
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/** @brief The specific point within ScreenGameplay. */ m_DancingState;
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bool m_bPaused;
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bool m_bPaused;
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GameController m_PauseController;
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GameController m_PauseController;
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@@ -261,8 +265,10 @@ protected:
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Transition m_Ready;
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Transition m_Ready;
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Transition m_Go;
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Transition m_Go;
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/** @brief The transition to use when all players have failed. */
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Transition m_Failed;
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Transition m_Failed;
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Transition m_Toasty; // easter egg
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/** @brief The transition to use when one player earns an easter egg. */
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Transition m_Toasty;
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/**
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/**
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* @brief How much time has the player survived in the extra stage?
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* @brief How much time has the player survived in the extra stage?
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@@ -284,6 +290,7 @@ protected:
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BeginnerHelper m_BeginnerHelper;
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BeginnerHelper m_BeginnerHelper;
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/** @brief The NoteData that controls the lights on an arcade cabinet. */
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NoteData m_CabinetLightsNoteData;
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NoteData m_CabinetLightsNoteData;
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vector<PlayerInfo> m_vPlayerInfo; // filled by SGameplay derivatives in FillPlayerInfo
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vector<PlayerInfo> m_vPlayerInfo; // filled by SGameplay derivatives in FillPlayerInfo
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