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exclude unused GameMode implementations, format Platform/Common/Tutorial
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@@ -1,29 +1,32 @@
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#pragma once
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//using namespace std;
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// using namespace std;
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#include "TutorialTask.h"
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// 4J Stu - Tasks that involve using the controller
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class ControllerTask : public TutorialTask
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{
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class ControllerTask : public TutorialTask {
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private:
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std::unordered_map<int, bool> completedMappings;
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std::unordered_map<int, bool> southpawCompletedMappings;
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bool m_bHasSouthpaw;
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unsigned int m_uiCompletionMask;
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int *m_iCompletionMaskA;
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int m_iCompletionMaskACount;
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bool CompletionMaskIsValid();
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std::unordered_map<int, bool> completedMappings;
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std::unordered_map<int, bool> southpawCompletedMappings;
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bool m_bHasSouthpaw;
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unsigned int m_uiCompletionMask;
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int* m_iCompletionMaskA;
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int m_iCompletionMaskACount;
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bool CompletionMaskIsValid();
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// Mouse tracking for tutorial look-around task
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float m_lastYaw;
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float m_lastPitch;
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bool m_initialized = false;
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// Mouse tracking for tutorial look-around task
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float m_lastYaw;
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float m_lastPitch;
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bool m_initialized = false;
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public:
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ControllerTask(Tutorial *tutorial, int descriptionId, bool enablePreCompletion, bool showMinimumTime,
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int mappings[], unsigned int mappingsLength, int iCompletionMaskA[]=NULL, int iCompletionMaskACount=0, int iSouthpawMappings[]=NULL, unsigned int uiSouthpawMappingsCount=0);
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~ControllerTask();
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virtual bool isCompleted();
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virtual void setAsCurrentTask(bool active = true);
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ControllerTask(Tutorial* tutorial, int descriptionId,
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bool enablePreCompletion, bool showMinimumTime,
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int mappings[], unsigned int mappingsLength,
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int iCompletionMaskA[] = NULL, int iCompletionMaskACount = 0,
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int iSouthpawMappings[] = NULL,
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unsigned int uiSouthpawMappingsCount = 0);
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~ControllerTask();
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virtual bool isCompleted();
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virtual void setAsCurrentTask(bool active = true);
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};
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