Load AI difficulty data at runtime from AI.ini
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@@ -88,6 +88,12 @@ void GameState::Reset()
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NOTESKIN->SwitchNoteSkin( PlayerNumber(p), PREFSMAN->m_sDefaultNoteSkin );
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m_Position = new NoteFieldPositioning("Positioning.ini");
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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m_fSuperMeterGrowth[p] = 1;
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m_iCpuSkill[p] = 5;
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}
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}
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void GameState::Update( float fDelta )
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@@ -358,12 +364,24 @@ bool GameState::HasEarnedExtraStage()
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PlayerNumber GameState::GetWinner()
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{
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PlayerNumber winner = PLAYER_1;
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for( int p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->m_CurStageStats.iActualDancePoints[p] > GAMESTATE->m_CurStageStats.iActualDancePoints[winner] )
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for( int p=PLAYER_1+1; p<NUM_PLAYERS; p++ )
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{
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if( GAMESTATE->m_CurStageStats.iActualDancePoints[p] == GAMESTATE->m_CurStageStats.iActualDancePoints[winner] )
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return PLAYER_INVALID; // draw
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else if( GAMESTATE->m_CurStageStats.iActualDancePoints[p] > GAMESTATE->m_CurStageStats.iActualDancePoints[winner] )
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winner = (PlayerNumber)p;
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}
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return winner;
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}
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BattleResult GameState::GetBattleResult( PlayerNumber pn )
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{
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PlayerNumber winner = GetWinner();
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if( winner == PLAYER_INVALID )
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return RESULT_DRAW;
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return (winner==pn) ? RESULT_WIN : RESULT_LOSE;
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}
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void GameState::GetFinalEvalStatsAndSongs( StageStats& statsOut, vector<Song*>& vSongsOut )
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{
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statsOut = StageStats();
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