Another round of doxygenating.
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+46
-13
@@ -1,4 +1,4 @@
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/* PlayerState - Holds per-player game state. */
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/** @brief PlayerState - Holds per-player game state. */
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#ifndef PlayerState_H
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#define PlayerState_H
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@@ -11,37 +11,68 @@
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#include "SampleHistory.h"
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struct lua_State;
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/** @brief The player's indivdual state. */
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class PlayerState
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{
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public:
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/** @brief Set up the PlayerState with initial values. */
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PlayerState();
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/** @brief Reset the PlayerState with the initial values. */
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void Reset();
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/**
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* @brief Update the PlayerState based on the present time.
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* @param fDelta the current time. */
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void Update( float fDelta );
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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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/**
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* @brief The PlayerNumber assigned to this Player: usually 1 or 2.
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*
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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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/**
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* @brief Change the PlayerOptions to their default.
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* @param l the level of mods to reset.
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*/
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void ResetToDefaultPlayerOptions( ModsLevel l );
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/** @brief The PlayerOptions presently in use by the Player. */
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ModsGroup<PlayerOptions> m_PlayerOptions;
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// Used in Gameplay
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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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/**
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* @brief Used to push note-changing modifiers back so that notes don't pop.
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*
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* This is used during gameplay and set by NoteField. */
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mutable float m_fLastDrawnBeat;
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/** @brief The Player's HealthState in general terms. */
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HealthState m_HealthState;
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float m_fLastStrumMusicSeconds; // Set to the MusicSeconds of when the a strum button was pressed. If -1, the strum window has passed.
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float m_fLastHopoNoteMusicSeconds; // Set to the MusicSeconds of the last note successfully strummed or hammered in a hopochain, -1, then there is no current hopo chain
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int m_iLastHopoNoteCol; // if -1, then there is no current hopo chain
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/**
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* @brief Set to the MusicSeconds of when the a strum button was pressed.
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*
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* If -1, the strum window has passed. */
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float m_fLastStrumMusicSeconds;
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/**
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* @brief Set to the MusicSeconds of the last note successfully strummed or hammered in a hopochain.
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*
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* If -1, then there is no current hopo chain. */
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float m_fLastHopoNoteMusicSeconds;
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/**
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* @brief Set to the column in the current hopo chain.
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*
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* If -1, then there is no current hopo chain. */
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int m_iLastHopoNoteCol;
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/** @brief Reset the hopo state to its default. */
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void ClearHopoState()
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{
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m_fLastHopoNoteMusicSeconds = -1;
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m_iLastHopoNoteCol = -1;
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}
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/** @brief The type of person/machine controlling the Player. */
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PlayerController m_PlayerController;
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SampleHistory m_EffectHistory;
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@@ -80,8 +111,10 @@ public:
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#endif
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/*
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* (c) 2001-2004 Chris Danford, Chris Gomez
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/**
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* @file
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* @author Chris Danford, Chris Gomez (c) 2001-2004
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* @section LICENSE
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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