refactor: Heavy refactoring to modern code style
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@@ -23,13 +23,10 @@ class SPITPlayer {
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public:
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class PlaySPITType {
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public:
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PlaySPITType();
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PlaySPITType(SPITPlayer *p_SPITPlayer, string p_SPITObjectID);
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PlaySPITType(const PlaySPITType &orig);
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string getSPITTypeID() const {
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return m_SPITTypeID;
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}
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string getSPITTypeID() const { return m_SPITTypeID; }
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void startPlaySequence();
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bool getIsNew() const { return m_IsNew; }
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@@ -57,9 +54,9 @@ class SPITPlayer {
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//----- SPITPlayer ------
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public:
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// list the SPITPlayers
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static unordered_map<string, SPITPlayer *> s_SPITPlayers; // all actual played objects
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static SPITPlayer *getSPITPlayer(string p_PlayerID); // if a player does not exist creates a new one
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static void clearPlayers();
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static unordered_map<string, unique_ptr<SPITPlayer>> s_SPITPlayers; // all actual played objects
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static SPITPlayer &getSPITPlayer(string p_PlayerID); // if a player does not exist creates a new one
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static void clearPlayers() { s_SPITPlayers.clear(); }
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SPITPlayer(string p_PlayerID);
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virtual ~SPITPlayer();
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@@ -72,21 +69,22 @@ class SPITPlayer {
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return m_ID;
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}
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unordered_map<string, PlaySPITType *> *getPlaySPITTypes();
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unordered_map<string, unique_ptr<PlaySPITType>> &getPlaySPITTypes() { return m_PlaySPITTypes; }
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void setIsRunning(bool p_IsRunning) { m_IsRunning = p_IsRunning; }
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void setName(string p_Name) { m_Name = p_Name; }
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void setType(char p_Type) { m_Type = p_Type; }
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void setTime(long long p_Frames) { m_TimeFrames = p_Frames; }
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bool getIsRunning() { return m_IsRunning; }
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string getName() { return m_Name; }
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char getType() { return m_Type; }
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long long getTime() { return m_TimeFrames; }
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bool getIsRunning() const { return m_IsRunning; }
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string getName() const { return m_Name; }
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char getType() const { return m_Type; }
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long long getTime() const { return m_TimeFrames; }
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private:
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string m_ID;
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string m_Name;
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char m_Type;
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unordered_map<string, PlaySPITType *> m_PlaySPITTypes;
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unordered_map<string, unique_ptr<PlaySPITType>> m_PlaySPITTypes;
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bool m_IsRunning;
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long long m_TimeFrames;
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};
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