Added interface for controlling the behavior of the hasts system. Added support for negative haste. Moves haste rate calculations to UpdateHasteRate. GetHasteRate now just returns the calculated value. Added FLOAT_NO_SPEED_INTERFACE and FLOAT_TABLE_INTERFACE macros to OptionsBinding.h
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@@ -172,6 +172,11 @@ public:
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bool IsPaused() const { return m_bPaused; }
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float GetHasteRate();
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vector<float> m_HasteTurningPoints; // Values at which the meaning of GAMESTATE->m_fHasteRate changes.
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vector<float> m_HasteAddAmounts; // Amounts that are added to speed depending on what turning point has been passed.
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float m_fHasteTimeBetweenUpdates; // Seconds between haste updates.
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float m_fHasteLifeSwitchPoint; // Life amount below which GAMESTATE->m_fHasteRate is based on the life amount.
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protected:
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virtual void UpdateStageStats( MultiPlayer /* mp */ ) {}; // overridden for multiplayer
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@@ -227,6 +232,10 @@ protected:
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virtual void InitSongQueues();
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void UpdateHasteRate();
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float m_fCurrHasteRate;
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// These exist so that the haste rate isn't recalculated every time GetHasteRate is called, which is at least once per frame. -Kyz
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/** @brief The different game states of ScreenGameplay. */
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enum DancingState {
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STATE_INTRO = 0, /**< The starting state, pressing Back isn't allowed here. */
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