comment/cleanup
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+12
-14
@@ -743,7 +743,6 @@ void ScreenGameplay::Init()
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pi->GetPlayerStageStats()->m_vpPossibleSteps = pi->m_vpStepsQueue;
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}
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LOG->Trace("[ScreenGameplay::Init] loading scorekeepers");
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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{
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ASSERT( !pi->m_vpStepsQueue.empty() );
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@@ -801,7 +800,7 @@ bool ScreenGameplay::Center1Player() const
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/* Perhaps this should be handled better by defining a new
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* StyleType for ONE_PLAYER_ONE_CREDIT_AND_ONE_COMPUTER,
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* but for now just ignore Center1Player when it's Battle or Rave
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* Mode. This doesn't begin to address two-player solo (6 arrows) */
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* Mode. This doesn't begin to address two-player solo (6 arrows) */
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return g_bCenter1Player &&
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(bool)ALLOW_CENTER_1_PLAYER &&
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GAMESTATE->m_PlayMode != PLAY_MODE_BATTLE &&
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@@ -907,9 +906,9 @@ ScreenGameplay::~ScreenGameplay()
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{
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if( this->IsFirstUpdate() )
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{
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/* We never received any updates. That means we were deleted without being
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* used, and never actually played. (This can happen when backing out of
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* ScreenStage.) Cancel the stage. */
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/* We never received any updates. That means we were deleted without being
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* used, and never actually played. (This can happen when backing out of
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* ScreenStage.) Cancel the stage. */
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GAMESTATE->CancelStage();
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}
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@@ -944,22 +943,21 @@ bool ScreenGameplay::IsLastSong()
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void ScreenGameplay::SetupSong( int iSongIndex )
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{
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LOG->Trace("[ScreenGameplay::SetupSong] begin");
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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{
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/* This is the first beat that can be changed without it being visible. Until
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* we draw for the first time, any beat can be changed. */
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/* This is the first beat that can be changed without it being visible.
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* Until we draw for the first time, any beat can be changed. */
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pi->GetPlayerState()->m_fLastDrawnBeat = -100;
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Steps *pSteps = pi->m_vpStepsQueue[iSongIndex];
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GAMESTATE->m_pCurSteps[ pi->GetStepsAndTrailIndex() ].Set( pSteps );
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/* Load new NoteData into Player. Do this before
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/* Load new NoteData into Player. Do this before
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* RebuildPlayerOptionsFromActiveAttacks or else transform mods will get
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* propogated to GAMESTATE->m_pPlayerOptions too early and be double-applied
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* propagated to GAMESTATE->m_pPlayerOptions too early and be double-applied
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* to the NoteData:
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* once in Player::Load, then again in Player::ApplyActiveAttacks. This
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* is very bad for transforms like AddMines.
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* once in Player::Load, then again in Player::ApplyActiveAttacks.
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* This is very bad for transforms like AddMines.
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*/
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NoteData originalNoteData;
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pSteps->GetNoteData( originalNoteData );
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@@ -1031,10 +1029,10 @@ void ScreenGameplay::SetupSong( int iSongIndex )
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GAMESTATE->m_SongOptions.FromString( ModsLevel_Song, a.sModifiers );
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}
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/* Update attack bOn flags. */
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// Update attack bOn flags.
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pi->GetPlayerState()->Update( 0 );
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/* Hack: Course modifiers that are set to start immediately shouldn't tween on. */
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// Hack: Course modifiers that are set to start immediately shouldn't tween on.
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pi->GetPlayerState()->m_PlayerOptions.SetCurrentToLevel( ModsLevel_Stage );
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}
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}
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