convert more prefs to use Preference
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@@ -27,47 +27,49 @@ public:
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Preference<int> m_iRefreshRate;
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Preference<bool> m_bShowStats;
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Preference<bool> m_bShowBanners;
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enum BackgroundModes { BGMODE_OFF, BGMODE_ANIMATIONS, BGMODE_MOVIEVIS, BGMODE_RANDOMMOVIES } m_BackgroundMode;
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int m_iNumBackgrounds;
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float m_fBGBrightness;
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bool m_bHiddenSongs;
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bool m_bVsync;
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bool m_bInterlaced;
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bool m_bPAL;
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bool m_bDelayedTextureDelete;
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bool m_bTexturePreload;
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bool m_bDelayedScreenLoad;
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bool m_bDelayedModelDelete;
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enum BannerCacheMode { BNCACHE_OFF, BNCACHE_LOW_RES, BNCACHE_FULL };
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BannerCacheMode m_BannerCache;
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bool m_bPalettedBannerCache;
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bool m_bFastLoad;
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bool m_bOnlyDedicatedMenuButtons;
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bool m_bMenuTimer;
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bool m_bShowDanger;
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enum { BGMODE_OFF, BGMODE_ANIMATIONS, BGMODE_MOVIEVIS, BGMODE_RANDOMMOVIES };
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Preference<int> m_iBackgroundMode;
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Preference<int> m_iNumBackgrounds;
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Preference<float> m_fBGBrightness;
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Preference<bool> m_bHiddenSongs;
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Preference<bool> m_bVsync;
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Preference<bool> m_bInterlaced;
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Preference<bool> m_bPAL;
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Preference<bool> m_bDelayedTextureDelete;
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Preference<bool> m_bTexturePreload;
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Preference<bool> m_bDelayedScreenLoad;
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Preference<bool> m_bDelayedModelDelete;
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enum { BNCACHE_OFF, BNCACHE_LOW_RES, BNCACHE_FULL };
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Preference<int> m_iBannerCache;
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Preference<bool> m_bPalettedBannerCache;
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Preference<bool> m_bFastLoad;
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float m_fJudgeWindowScale;
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float m_fJudgeWindowAdd; // this is useful for compensating for changes in sampling rate between devices
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float m_fJudgeWindowSecondsMarvelous;
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float m_fJudgeWindowSecondsPerfect;
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float m_fJudgeWindowSecondsGreat;
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float m_fJudgeWindowSecondsGood;
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float m_fJudgeWindowSecondsBoo;
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float m_fJudgeWindowSecondsOK;
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float m_fJudgeWindowSecondsMine;
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float m_fJudgeWindowSecondsAttack;
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Preference<bool> m_bOnlyDedicatedMenuButtons;
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Preference<bool> m_bMenuTimer;
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Preference<bool> m_bShowDanger;
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float m_fLifeDifficultyScale;
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float m_fLifeDeltaPercentChangeMarvelous;
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float m_fLifeDeltaPercentChangePerfect;
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float m_fLifeDeltaPercentChangeGreat;
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float m_fLifeDeltaPercentChangeGood;
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float m_fLifeDeltaPercentChangeBoo;
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float m_fLifeDeltaPercentChangeMiss;
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float m_fLifeDeltaPercentChangeHitMine;
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float m_fLifeDeltaPercentChangeOK;
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float m_fLifeDeltaPercentChangeNG;
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Preference<float> m_fJudgeWindowScale;
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Preference<float> m_fJudgeWindowAdd; // this is useful for compensating for changes in sampling rate between devices
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Preference<float> m_fJudgeWindowSecondsMarvelous;
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Preference<float> m_fJudgeWindowSecondsPerfect;
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Preference<float> m_fJudgeWindowSecondsGreat;
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Preference<float> m_fJudgeWindowSecondsGood;
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Preference<float> m_fJudgeWindowSecondsBoo;
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Preference<float> m_fJudgeWindowSecondsOK;
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Preference<float> m_fJudgeWindowSecondsMine;
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Preference<float> m_fJudgeWindowSecondsAttack;
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Preference<float> m_fLifeDifficultyScale;
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Preference<float> m_fLifeDeltaPercentChangeMarvelous;
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Preference<float> m_fLifeDeltaPercentChangePerfect;
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Preference<float> m_fLifeDeltaPercentChangeGreat;
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Preference<float> m_fLifeDeltaPercentChangeGood;
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Preference<float> m_fLifeDeltaPercentChangeBoo;
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Preference<float> m_fLifeDeltaPercentChangeMiss;
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Preference<float> m_fLifeDeltaPercentChangeHitMine;
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Preference<float> m_fLifeDeltaPercentChangeOK;
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Preference<float> m_fLifeDeltaPercentChangeNG;
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// tug meter used in rave
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float m_fTugMeterPercentChangeMarvelous;
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