Add metrics for random modifier choosing.
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@@ -13,6 +13,12 @@ _____________________________________________________________________________
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sm-ssc v1.?.? | 20110???
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--------------------------------------------------------------------------------
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20110212
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--------
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* Added metrics to allow changing how often random modifiers activate in
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the proper setting. At this time, the mods to be activated have NOT been
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changed. [Wolfman2000]
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20110211
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--------
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* Introduced the .ssc file format for future features and expansion. All .sm
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@@ -992,6 +992,15 @@ ComboStoppedAt=50
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AttackRunTimeRandom=6
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AttackRunTimeMine=7
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[PlayerOptions]
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RandomSpeedChance=0.2
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RandomReverseChance=0.2
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RandomDarkChance=0.1
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RandomAccelChance=0.333
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RandomEffectChance=0.667
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RandomHiddenChance=0.05
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RandomSuddenChance=0.1
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[PlayerShared]
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Fallback="Player"
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ComboXOffsetOneSideP1=-120
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+15
-7
@@ -14,6 +14,14 @@
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#define ONE( arr ) { for( unsigned Z = 0; Z < ARRAYLEN(arr); ++Z ) arr[Z]=1.0f; }
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ThemeMetric<float> RANDOM_SPEED_CHANCE ( "PlayerOptions", "RandomSpeedChance" );
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ThemeMetric<float> RANDOM_REVERSE_CHANCE ( "PlayerOptions", "RandomReverseChance" );
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ThemeMetric<float> RANDOM_DARK_CHANCE ( "PlayerOptions", "RandomDarkChance" );
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ThemeMetric<float> RANDOM_ACCEL_CHANCE ( "PlayerOptions", "RandomAccelChance" );
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ThemeMetric<float> RANDOM_EFFECT_CHANCE ( "PlayerOptions", "RandomEffectChance" );
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ThemeMetric<float> RANDOM_HIDDEN_CHANCE ( "PlayerOptions", "RandomHiddenChance" );
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ThemeMetric<float> RANDOM_SUDDEN_CHANCE ( "PlayerOptions", "RandomSuddenChance" );
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void PlayerOptions::Init()
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{
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m_bSetScrollSpeed = false;
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@@ -526,22 +534,22 @@ void PlayerOptions::NextPerspective()
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void PlayerOptions::ChooseRandomModifiers()
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{
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if( RandomFloat(0,1)>0.8f )
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if( RandomFloat(0,1)<RANDOM_SPEED_CHANCE )
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m_fScrollSpeed = 1.5f;
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if( RandomFloat(0,1)>0.8f )
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if( RandomFloat(0,1)<RANDOM_REVERSE_CHANCE )
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m_fScrolls[SCROLL_REVERSE] = 1;
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if( RandomFloat(0,1)>0.9f )
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if( RandomFloat(0,1)<RANDOM_DARK_CHANCE )
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m_fDark = 1;
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float f;
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f = RandomFloat(0,1);
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if( f>0.66f )
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if( f<RANDOM_ACCEL_CHANCE )
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m_fAccels[RandomInt(NUM_ACCELS)] = 1;
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else if( f>0.33f )
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else if( f<RANDOM_EFFECT_CHANCE )
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m_fEffects[RandomInt(NUM_EFFECTS)] = 1;
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f = RandomFloat(0,1);
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if( f>0.95f )
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if( f<RANDOM_HIDDEN_CHANCE )
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m_fAppearances[APPEARANCE_HIDDEN] = 1;
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else if( f>0.9f )
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else if( f<RANDOM_SUDDEN_CHANCE )
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m_fAppearances[APPEARANCE_SUDDEN] = 1;
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}
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