Move the expanded section name into GameState
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+11
-9
@@ -74,7 +74,7 @@ public:
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void Update( float fDelta );
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// Main state info
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/**
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* @brief State what the current game is.
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*
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@@ -143,22 +143,22 @@ public:
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PlayerNumber GetFirstDisabledPlayer() const;
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bool IsCpuPlayer( PlayerNumber pn ) const;
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bool AnyPlayersAreCpu() const;
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/**
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* @brief Retrieve the present master player number.
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* @return The master player number. */
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PlayerNumber GetMasterPlayerNumber() const;
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/**
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* @brief Set the master player number.
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* @param p the master player number. */
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void SetMasterPlayerNumber(const PlayerNumber p);
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/**
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* @brief Retrieve the present timing data being processed.
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* @return the timing data pointer. */
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TimingData * GetProcessedTimingData() const;
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/**
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* @brief Set the timing data to be used with processing.
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* @param t the timing data. */
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@@ -200,6 +200,8 @@ public:
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* This resets whenever a player joins or continues. */
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int m_iPlayerStageTokens[NUM_PLAYERS];
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RString sExpandedSectionName;
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static int GetNumStagesMultiplierForSong( const Song* pSong );
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static int GetNumStagesForSongAndStyleType( const Song* pSong, StyleType st );
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int GetNumStagesForCurrentSongAndStepsOrCourse() const;
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@@ -236,7 +238,7 @@ public:
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Course* m_pPreferredCourse;
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BroadcastOnChangePtr1D<Trail,NUM_PLAYERS> m_pCurTrail;
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bool m_bBackedOutOfFinalStage;
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bool m_bBackedOutOfFinalStage;
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// Music statistics:
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SongPosition m_Position;
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@@ -256,9 +258,9 @@ public:
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bool OneIsHot() const;
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// Haste
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float m_fHasteRate; // [-1,+1]; 0 = normal speed
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float m_fLastHasteUpdateMusicSeconds;
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float m_fAccumulatedHasteSeconds;
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float m_fHasteRate; // [-1,+1]; 0 = normal speed
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float m_fLastHasteUpdateMusicSeconds;
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float m_fAccumulatedHasteSeconds;
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// Random Attacks & Attack Mines
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vector<RString> m_RandomAttacks;
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