move stuff out of header
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@@ -2,6 +2,42 @@
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#include "PlayerState.h"
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#include "GameState.h"
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PlayerState::PlayerState()
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{
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m_PlayerNumber = PLAYER_INVALID;
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m_mp = MultiPlayer_INVALID;
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Reset();
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}
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void PlayerState::Reset()
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{
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m_CurrentPlayerOptions.Init();
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m_PlayerOptions.Init();
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m_StagePlayerOptions.Init();
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m_StoredPlayerOptions.Init();
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m_fLastDrawnBeat = -100;
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m_HealthState = ALIVE;
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m_PlayerController = PC_HUMAN;
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m_iCpuSkill = 5;
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m_iLastPositiveSumOfAttackLevels = 0;
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m_fSecondsUntilAttacksPhasedOut = 0;
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m_bAttackBeganThisUpdate = false;
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m_bAttackEndedThisUpdate = false;
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m_ActiveAttacks.clear();
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m_ModsToApply.clear();
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m_fSuperMeter = 0; // between 0 and NUM_ATTACK_LEVELS
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m_fSuperMeterGrowthScale = 1;
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for( int i=0; i<NUM_INVENTORY_SLOTS; i++ )
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m_Inventory[i].MakeBlank();
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}
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void PlayerState::Update( float fDelta )
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{
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m_CurrentPlayerOptions.Approach( m_PlayerOptions, fDelta );
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@@ -5,48 +5,14 @@
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#include "PlayerNumber.h"
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#include "PlayerOptions.h"
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#include <map>
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#include "Attack.h"
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struct lua_State;
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class PlayerState
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{
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public:
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PlayerState()
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{
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m_PlayerNumber = PLAYER_INVALID;
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m_mp = MultiPlayer_INVALID;
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Reset();
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}
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void Reset()
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{
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m_CurrentPlayerOptions.Init();
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m_PlayerOptions.Init();
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m_StagePlayerOptions.Init();
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m_StoredPlayerOptions.Init();
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m_fLastDrawnBeat = -100;
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m_HealthState = ALIVE;
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m_PlayerController = PC_HUMAN;
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m_iCpuSkill = 5;
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m_iLastPositiveSumOfAttackLevels = 0;
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m_fSecondsUntilAttacksPhasedOut = 0;
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m_bAttackBeganThisUpdate = false;
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m_bAttackEndedThisUpdate = false;
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m_ActiveAttacks.clear();
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m_ModsToApply.clear();
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m_fSuperMeter = 0; // between 0 and NUM_ATTACK_LEVELS
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m_fSuperMeterGrowthScale = 1;
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for( int i=0; i<NUM_INVENTORY_SLOTS; i++ )
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m_Inventory[i].MakeBlank();
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}
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PlayerState();
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void Reset();
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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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