add "cross" mod
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@@ -4082,12 +4082,13 @@ Insert,6=mod,skippy;name,Skippy
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Insert,7=mod,echo;name,Echo
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Insert,7=mod,echo;name,Echo
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Insert,8=mod,stomp;name,Stomp
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Insert,8=mod,stomp;name,Stomp
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Scroll=4
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Scroll=5
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ScrollDefault=mod,no reverse,no split,no alternate
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ScrollDefault=mod,no reverse,no split,no alternate,no cross
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Scroll,1=name,Standard
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Scroll,1=name,Standard
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Scroll,2=mod,reverse;name,Reverse
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Scroll,2=mod,reverse;name,Reverse
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Scroll,3=mod,split;name,Split
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Scroll,3=mod,split;name,Split
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Scroll,4=mod,alternate;name,Alternate
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Scroll,4=mod,alternate;name,Alternate
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Scroll,5=mod,cross;name,Cross
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Holds=6
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Holds=6
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HoldsDefault=mod,no noholds,no planted,no twister,no nojumps,no nohands
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HoldsDefault=mod,no noholds,no planted,no twister,no nojumps,no nohands
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@@ -67,6 +67,7 @@ const OptionColumnEntry g_OptionColumnEntries[] =
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{"Reverse", 5},
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{"Reverse", 5},
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{"Split", 5},
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{"Split", 5},
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{"Alternate", 5},
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{"Alternate", 5},
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{"Cross", 5},
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{"Incoming", 6},
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{"Incoming", 6},
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{"Space", 6},
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{"Space", 6},
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{"Hallway", 6},
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{"Hallway", 6},
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@@ -126,6 +126,7 @@ CString PlayerOptions::GetString() const
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sReturn += AddPart( m_fScrolls[SCROLL_REVERSE], "Reverse" );
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sReturn += AddPart( m_fScrolls[SCROLL_REVERSE], "Reverse" );
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sReturn += AddPart( m_fScrolls[SCROLL_SPLIT], "Split" );
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sReturn += AddPart( m_fScrolls[SCROLL_SPLIT], "Split" );
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sReturn += AddPart( m_fScrolls[SCROLL_ALTERNATE], "Alternate" );
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sReturn += AddPart( m_fScrolls[SCROLL_ALTERNATE], "Alternate" );
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sReturn += AddPart( m_fScrolls[SCROLL_CROSS], "Cross" );
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sReturn += AddPart( m_fDark, "Dark");
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sReturn += AddPart( m_fDark, "Dark");
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@@ -292,6 +293,7 @@ void PlayerOptions::FromString( CString sOptions )
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else if( sBit == "reverse" ) SET_FLOAT( fScrolls[SCROLL_REVERSE] )
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else if( sBit == "reverse" ) SET_FLOAT( fScrolls[SCROLL_REVERSE] )
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else if( sBit == "split" ) SET_FLOAT( fScrolls[SCROLL_SPLIT] )
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else if( sBit == "split" ) SET_FLOAT( fScrolls[SCROLL_SPLIT] )
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else if( sBit == "alternate" ) SET_FLOAT( fScrolls[SCROLL_ALTERNATE] )
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else if( sBit == "alternate" ) SET_FLOAT( fScrolls[SCROLL_ALTERNATE] )
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else if( sBit == "cross" ) SET_FLOAT( fScrolls[SCROLL_CROSS] )
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else if( sBit == "noholds" || sBit == "nofreeze" ) m_bTransforms[TRANSFORM_NOHOLDS] = on;
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else if( sBit == "noholds" || sBit == "nofreeze" ) m_bTransforms[TRANSFORM_NOHOLDS] = on;
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else if( sBit == "nomines" ) m_bTransforms[TRANSFORM_NOMINES] = on;
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else if( sBit == "nomines" ) m_bTransforms[TRANSFORM_NOMINES] = on;
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else if( sBit == "dark" ) SET_FLOAT( fDark )
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else if( sBit == "dark" ) SET_FLOAT( fDark )
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@@ -459,11 +461,21 @@ void PlayerOptions::SetOneScroll( Scroll s )
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float PlayerOptions::GetReversePercentForColumn( int iCol )
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float PlayerOptions::GetReversePercentForColumn( int iCol )
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{
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{
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float f = 0;
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float f = 0;
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int iNumCols = GAMESTATE->GetCurrentStyleDef()->m_iColsPerPlayer;
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f += m_fScrolls[SCROLL_REVERSE];
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f += m_fScrolls[SCROLL_REVERSE];
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if( iCol >= GAMESTATE->GetCurrentStyleDef()->m_iColsPerPlayer/2 )
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if( iCol >= iNumCols/2 )
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f += m_fScrolls[SCROLL_SPLIT];
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f += m_fScrolls[SCROLL_SPLIT];
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if( (iCol%2)==1 )
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if( (iCol%2)==1 )
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f += m_fScrolls[SCROLL_ALTERNATE];
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f += m_fScrolls[SCROLL_ALTERNATE];
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int iFirstCrossCol = iNumCols/4;
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int iLastCrossCol = iNumCols-1-iFirstCrossCol;
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if( iCol>=iFirstCrossCol && iCol<=iLastCrossCol )
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f += m_fScrolls[SCROLL_CROSS];
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if( f > 2 )
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if( f > 2 )
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f = fmodf( f, 2 );
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f = fmodf( f, 2 );
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if( f > 1 )
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if( f > 1 )
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@@ -83,6 +83,7 @@ struct PlayerOptions
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SCROLL_REVERSE=0,
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SCROLL_REVERSE=0,
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SCROLL_SPLIT,
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SCROLL_SPLIT,
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SCROLL_ALTERNATE,
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SCROLL_ALTERNATE,
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SCROLL_CROSS,
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NUM_SCROLLS
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NUM_SCROLLS
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};
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};
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float GetReversePercentForColumn( int iCol ); // accounts for all Directions
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float GetReversePercentForColumn( int iCol ); // accounts for all Directions
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@@ -30,10 +30,7 @@
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#define ENTRY_MODE(s,i) THEME->GetMetric ("ScreenOptionsMaster",ssprintf("%s,%i",(s).c_str(),(i+1)))
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#define ENTRY_MODE(s,i) THEME->GetMetric ("ScreenOptionsMaster",ssprintf("%s,%i",(s).c_str(),(i+1)))
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#define ENTRY_DEFAULT(s) THEME->GetMetric ("ScreenOptionsMaster",(s) + "Default")
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#define ENTRY_DEFAULT(s) THEME->GetMetric ("ScreenOptionsMaster",(s) + "Default")
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#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
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#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
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// #define NEXT_SCREEN( play_mode ) THEME->GetMetric (m_sName,"NextScreen"+Capitalize(PlayModeToString(play_mode)))
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#define PREV_SCREEN THEME->GetMetric (m_sName,"PrevScreen")
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#define PREV_SCREEN THEME->GetMetric (m_sName,"PrevScreen")
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// #define PREV_SCREEN( play_mode ) THEME->GetMetric (m_sName,"PrevScreen"+Capitalize(PlayModeToString(play_mode)))
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/* Add the list named "ListName" to the given row/handler. */
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/* Add the list named "ListName" to the given row/handler. */
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void ScreenOptionsMaster::SetList( OptionRowData &row, OptionRowHandler &hand, CString ListName, CString &TitleOut )
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void ScreenOptionsMaster::SetList( OptionRowData &row, OptionRowHandler &hand, CString ListName, CString &TitleOut )
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