More doxygen. Start of AutoScreenMessage( * );
The lack of semicolon messes up the doc generator.
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@@ -1,5 +1,3 @@
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/* Screen - Class that holds a screen-full of Actors. */
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#ifndef SCREEN_H
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#define SCREEN_H
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@@ -22,18 +20,20 @@ struct RegisterScreenClass { RegisterScreenClass( const RString &sClassName, Cre
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static Screen* Create##className( const RString &sName ) { LuaThreadVariable var( "LoadingScreen", sName ); Screen *pRet = new className; pRet->SetName( sName ); Screen::InitScreen( pRet ); return pRet; } \
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static RegisterScreenClass register_##className( #className, Create##className )
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/** @brief The different types of screens available. */
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enum ScreenType
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{
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attract,
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game_menu,
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gameplay,
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system_menu,
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NUM_ScreenType,
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attract, /**< The attract/demo mode, inviting players to play. */
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game_menu, /**< The menu screens, where options can be set before playing. */
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gameplay, /**< The gameplay screen, where the actual game takes place. */
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system_menu, /**< The system/operator menu, where special options are set. */
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NUM_ScreenType, /**< The number of screen types. */
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ScreenType_Invalid
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};
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const RString& ScreenTypeToString( ScreenType st );
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LuaDeclareType( ScreenType );
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/** @brief Class that holds a screen-full of Actors. */
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class Screen : public ActorFrame
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{
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public:
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@@ -41,14 +41,17 @@ public:
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virtual ~Screen();
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/* This is called immediately after construction, to allow initializing after all
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* derived classes exist. (Don't call it directly; use InitScreen.) */
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/**
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* @brief This is called immediately after construction,
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* to allow initializing after all derived classes exist.
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*
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* Don't call it directly; use InitScreen instead. */
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virtual void Init();
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// This is called immediately before the screen is used.
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/** @brief This is called immediately before the screen is used. */
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virtual void BeginScreen();
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// This is called when the screen is popped.
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/** @brief This is called when the screen is popped. */
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virtual void EndScreen();
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virtual void Update( float fDeltaTime );
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@@ -58,34 +61,49 @@ public:
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void SetLockInputSecs( float f ) { m_fLockInputSecs = f; }
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void PostScreenMessage( const ScreenMessage SM, float fDelay );
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/** @brief Clear the entire message queue. */
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void ClearMessageQueue();
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void ClearMessageQueue( const ScreenMessage SM ); // clear of a specific SM
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/**
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* @brief Clear the message queue of a specific ScreenMessage.
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* @param SM the specific ScreenMessage to get out of the Queue. */
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void ClearMessageQueue( const ScreenMessage SM );
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virtual ScreenType GetScreenType() const { return ALLOW_OPERATOR_MENU_BUTTON ? game_menu : system_menu; }
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bool AllowOperatorMenuButton() const { return ALLOW_OPERATOR_MENU_BUTTON; }
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/**
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* @brief Determine if we allow extra players to join in on this screen.
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* @return false, for players should never be able to join while in progress. */
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virtual bool AllowLateJoin() const { return false; }
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// Lua
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virtual void PushSelf( lua_State *L );
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protected:
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// structure for holding messages sent to a Screen
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/** @brief Holds the messages sent to a Screen. */
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struct QueuedScreenMessage {
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/** @brief The message being held. */
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ScreenMessage SM;
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/** @brief How long the message is up. */
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float fDelayRemaining;
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};
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/** @brief The list of messages that are sent to a Screen. */
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vector<QueuedScreenMessage> m_QueuedMessages;
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static bool SortMessagesByDelayRemaining(const QueuedScreenMessage &m1, const QueuedScreenMessage &m2);
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InputQueueCodeSet m_Codes;
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/** @brief Do we allow the operator menu button to be pressed here? */
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ThemeMetric<bool> ALLOW_OPERATOR_MENU_BUTTON;
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/** @brief Do we handle the back button being pressed here? */
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ThemeMetric<bool> HANDLE_BACK_BUTTON;
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ThemeMetric<float> REPEAT_RATE;
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ThemeMetric<float> REPEAT_DELAY;
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ThemeMetric<LightsMode> LIGHTS_MODE;
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// If left blank, the NextScreen metric will be used.
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/**
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* @brief The next screen to go to once this screen is done.
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*
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* If this is blank, the NextScreen metric will be used. */
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RString m_sNextScreen;
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RString m_sPrevScreen;
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ScreenMessage m_smSendOnPop;
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@@ -112,8 +130,10 @@ public:
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#endif
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/*
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* (c) 2001-2004 Chris Danford
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/**
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* @file
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* @author Chris Danford (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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+39
-8
@@ -1,5 +1,3 @@
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/** @brief ScreenGameplay - The music plays, the notes scroll, and the Player is pressing buttons. */
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#ifndef SCREEN_GAMEPLAY_H
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#define SCREEN_GAMEPLAY_H
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@@ -33,9 +31,9 @@ class ScoreKeeper;
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class Background;
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class Foreground;
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AutoScreenMessage( SM_NotesEnded )
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AutoScreenMessage( SM_BeginFailed )
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AutoScreenMessage( SM_LeaveGameplay )
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AutoScreenMessage( SM_NotesEnded );
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AutoScreenMessage( SM_BeginFailed );
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AutoScreenMessage( SM_LeaveGameplay );
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class PlayerInfo
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{
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@@ -48,6 +46,10 @@ public:
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/** @brief The player has lost all of their lives: show the special game over. */
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void ShowOniGameOver();
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/**
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* @brief Retrieve the player's state and stage stats index.
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* @return the player's state and stage stats index.
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*/
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MultiPlayer GetPlayerStateAndStageStatsIndex() { return m_pn == PLAYER_INVALID ? m_mp : (MultiPlayer)m_pn; }
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PlayerState *GetPlayerState();
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PlayerStageStats *GetPlayerStageStats();
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@@ -56,6 +58,9 @@ public:
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* @brief Determine if the player information is enabled.
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* @return its success or failure. */
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bool IsEnabled();
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/**
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* @brief Determine if we're in MultiPlayer.
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* @return true if it is MultiPlayer, false otherwise. */
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bool IsMultiPlayer() const { return m_mp != MultiPlayer_Invalid; }
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RString GetName() const
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{
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@@ -70,6 +75,7 @@ public:
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// Lua
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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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PlayerNumber m_pn;
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MultiPlayer m_mp;
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bool m_bIsDummy;
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@@ -80,20 +86,38 @@ public:
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PlayerStageStats m_PlayerStageStatsDummy;
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SoundEffectControl m_SoundEffectControl;
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vector<Steps*> m_vpStepsQueue; // size may be >1 if playing a course
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vector<AttackArray> m_asModifiersQueue;// size may be >1 if playing a course
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/**
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* @brief The list of Steps a player has to go through in this set.
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*
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* The size may be greater than 1 if playing a course. */
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vector<Steps*> m_vpStepsQueue;
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/**
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* @brief The list of attack modifiers a player has to go through in this set.
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*
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* The size may be greater than 1 if playing a course. */
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vector<AttackArray> m_asModifiersQueue;
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/** @brief The LifeMeter showing a Player's health. */
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LifeMeter *m_pLifeMeter;
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/** @brief The current Song number in a Course. */
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BitmapText *m_ptextCourseSongNumber;
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/** @brief The description of the current Steps. */
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BitmapText *m_ptextStepsDescription;
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/** @brief The display for the primary ScoreKeeper. */
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ScoreDisplay *m_pPrimaryScoreDisplay;
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/** @brief The display for the secondary ScoreKeeper. */
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ScoreDisplay *m_pSecondaryScoreDisplay;
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/** @brief The primary ScoreKeeper for keeping track of the score. */
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ScoreKeeper *m_pPrimaryScoreKeeper;
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/** @brief The secondary ScoreKeeper for keeping track of the score. */
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ScoreKeeper *m_pSecondaryScoreKeeper;
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/** @brief The current PlayerOptions that are activated. */
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BitmapText *m_ptextPlayerOptions;
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/** @brief The current attack modifiers that are in play for the moment. */
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ActiveAttackList *m_pActiveAttackList;
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/** @brief The NoteData the Player has to get through. */
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NoteData m_NoteData;
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Player *m_pPlayer;
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@@ -103,11 +127,12 @@ public:
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* This is mainly used in PLAY_MODE_BATTLE. */
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Inventory *m_pInventory;
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StepsDisplay *m_pStepsDisplay;
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StepsDisplay *m_pStepsDisplay;
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AutoActor m_sprOniGameOver;
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};
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/** @brief The music plays, the notes scroll, and the Player is pressing buttons. */
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class ScreenGameplay : public ScreenWithMenuElements
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{
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public:
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@@ -122,8 +147,14 @@ public:
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virtual void HandleMessage( const Message &msg );
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virtual void Cancel( ScreenMessage smSendWhenDone );
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/**
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* @brief Retrieve the current ScreenType.
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* @return the gameplay ScreenType. */
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virtual ScreenType GetScreenType() const { return gameplay; }
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/**
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* @brief Determine if we are to center the columns for just one player.
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* @return true if we center the solo player, false otherwise. */
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bool Center1Player() const;
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// Lua
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