move Attack out of GameState
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@@ -676,20 +676,6 @@ void GameState::LaunchAttack( PlayerNumber target, Attack a )
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a.sModifier.c_str(), target );
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}
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void GameState::Attack::GetAttackBeats( const Song *song, PlayerNumber pn, float &fStartBeat, float &fEndBeat ) const
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{
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if( fStartSecond >= 0 )
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{
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fStartBeat = song->GetBeatFromElapsedTime( fStartSecond );
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fEndBeat = song->GetBeatFromElapsedTime( fStartSecond+fSecsRemaining );
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} else {
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/* We're setting this effect on the fly. If it's an arrow-changing effect
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* (transform or note skin), apply it in the future, past what's currently on
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* screen, so new arrows will scroll on screen with this effect. */
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GAMESTATE->GetUndisplayedBeats( pn, fSecsRemaining, fStartBeat, fEndBeat );
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}
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}
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void GameState::RemoveActiveAttacksForPlayer( PlayerNumber pn, AttackLevel al )
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{
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for( int s=0; s<MAX_SIMULTANEOUS_ATTACKS; s++ )
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