PlayerState::LaunchAttack, RemoveActiveAttacks, missed commit
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@@ -650,7 +650,6 @@ void ScreenEdit::Init()
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GAMESTATE->m_fSongBeat = 0;
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m_fTrailingBeat = GAMESTATE->m_fSongBeat;
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GAMESTATE->ResetNoteSkins();
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GAMESTATE->StoreSelectedOptions();
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m_iShiftAnchor = -1;
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@@ -671,7 +670,6 @@ void ScreenEdit::Init()
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m_PlayerStateEdit.m_PlayerOptions.m_sNoteSkin = "note"; // change noteskin before loading all of the edit Actors
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m_PlayerStateEdit.m_PlayerNumber = PLAYER_1;
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m_PlayerStateEdit.m_PlayerOptions.m_sNoteSkin = GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.m_sNoteSkin;
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m_PlayerStateEdit.ResetNoteSkins();
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m_pSteps->GetNoteData( m_NoteDataEdit );
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m_NoteFieldEdit.SetXY( EDIT_X, EDIT_Y );
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@@ -3169,7 +3167,7 @@ void ScreenEdit::SetupCourseAttacks()
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// Put course options into effect.
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_ModsToApply.clear();
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GAMESTATE->RemoveActiveAttacksForPlayer( PLAYER_1 );
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GAMESTATE->m_pPlayerState[PLAYER_1]->RemoveActiveAttacks();
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if( GAMESTATE->m_pCurCourse )
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@@ -3187,7 +3185,7 @@ void ScreenEdit::SetupCourseAttacks()
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}
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for( unsigned i=0; i<Attacks.size(); ++i )
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GAMESTATE->LaunchAttack( (MultiPlayer)PLAYER_1, Attacks[i] );
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GAMESTATE->m_pPlayerState[PLAYER_1]->LaunchAttack( Attacks[i] );
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}
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GAMESTATE->m_pPlayerState[PLAYER_1]->RebuildPlayerOptionsFromActiveAttacks();
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}
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