Move some player-specific data out of the bloated GameState class.
Have gameplay objects hold a PlayerState pointer instead of a PlayerNumber and indexing back into GameState. This will simplify off-screen players (e.g. CPU ghosts, network replicated human players, >2 players using one NoteField)
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@@ -7,6 +7,7 @@
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#include "GameState.h"
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#include "ThemeManager.h"
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#include "ActorUtil.h"
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#include "PlayerState.h"
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ScoreDisplayRave::ScoreDisplayRave()
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@@ -34,9 +35,11 @@ ScoreDisplayRave::ScoreDisplayRave()
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this->AddChild( &m_textLevel );
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}
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void ScoreDisplayRave::Init( PlayerNumber pn )
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void ScoreDisplayRave::Init( const PlayerState* pPlayerState )
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{
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ScoreDisplay::Init( pn );
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ScoreDisplay::Init( pPlayerState );
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PlayerNumber pn = pPlayerState->m_PlayerNumber;
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m_sprFrameBase.Load( THEME->GetPathToG(ssprintf("ScoreDisplayRave frame base p%d",pn+1)) );
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m_sprFrameOverlay.Load( THEME->GetPathToG(ssprintf("ScoreDisplayRave frame overlay p%d",pn+1)) );
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@@ -55,7 +58,9 @@ void ScoreDisplayRave::Update( float fDelta )
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{
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ScoreDisplay::Update( fDelta );
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float fLevel = GAMESTATE->m_fSuperMeter[m_PlayerNumber];
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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float fLevel = m_pPlayerState->m_fSuperMeter;
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AttackLevel level = (AttackLevel)(int)fLevel;
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if( level != m_lastLevelSeen )
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