allow setting PO approach speed
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@@ -77,21 +77,25 @@ struct PlayerOptions
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bool m_bTimeSpacing; // instead of Beat spacing
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float m_fScrollSpeed; // used if !m_bTimeSpacing
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float m_fScrollBPM; // used if m_bTimeSpacing
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float m_fAccels[NUM_ACCELS];
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float m_fEffects[NUM_EFFECTS];
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float m_fAppearances[NUM_APPEARANCES];
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float m_fScrolls[NUM_SCROLLS];
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float m_fDark;
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float m_fBlind;
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/* All floats have a corresponding speed setting, which determines how fast
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* PlayerOptions::Approach approaches. */
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float m_fScrollSpeed, m_SpeedfScrollSpeed; // used if !m_bTimeSpacing
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float m_fScrollBPM, m_SpeedfScrollBPM; // used if m_bTimeSpacing
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float m_fAccels[NUM_ACCELS], m_SpeedfAccels[NUM_ACCELS];
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float m_fEffects[NUM_EFFECTS],m_SpeedfEffects[NUM_EFFECTS];
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float m_fAppearances[NUM_APPEARANCES],m_SpeedfAppearances[NUM_APPEARANCES];
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float m_fScrolls[NUM_SCROLLS],m_SpeedfScrolls[NUM_SCROLLS];
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float m_fDark, m_SpeedfDark;
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float m_fBlind, m_SpeedfBlind;
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float m_fPerspectiveTilt, m_SpeedfPerspectiveTilt; // -1 = near, 0 = overhead, +1 = space
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float m_fSkew, m_SpeedfSkew; // 0 = vanish point is in center of player, 1 = vanish point is in center of screen
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Turn m_Turn;
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Transform m_Transform;
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bool m_bHoldNotes;
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bool m_bTimingAssist;
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bool m_bProTiming;
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float m_fPerspectiveTilt; // -1 = near, 0 = overhead, +1 = space
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float m_fSkew; // 0 = vanish point is in center of player, 1 = vanish point is in center of screen
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CString m_sPositioning; /* The current positioning mode, or empty to use the normal positions. */
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CString m_sNoteSkin;
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