Add nITG's new Confusion modifiers (#1395)

* Implemented nITG's Confusion modifiers.

Modifiers added:
ConfusionOffset
ConfusionX
ConfusionXOffset
ConfusionY
ConfusionYOffset

* Documented new Confusion modifiers.

* Make ConfusionX mods apply to hold heads
This commit is contained in:
MrThatKid
2017-02-08 05:44:33 -08:00
committed by Colby Klein
parent 5e37aeaa90
commit 388d4ac8ea
7 changed files with 107 additions and 22 deletions
+20
View File
@@ -210,6 +210,11 @@ void PlayerOptions::GetMods( vector<RString> &AddTo, bool bForceNoteSkin ) const
AddPart( AddTo, m_fEffects[EFFECT_DRUNK], "Drunk" );
AddPart( AddTo, m_fEffects[EFFECT_DIZZY], "Dizzy" );
AddPart( AddTo, m_fEffects[EFFECT_CONFUSION], "Confusion" );
AddPart( AddTo, m_fEffects[EFFECT_CONFUSION_OFFSET], "ConfusionOffset" );
AddPart( AddTo, m_fEffects[EFFECT_CONFUSION_X], "ConfusionX" );
AddPart( AddTo, m_fEffects[EFFECT_CONFUSION_X_OFFSET], "ConfusionXOffset" );
AddPart( AddTo, m_fEffects[EFFECT_CONFUSION_Y], "ConfusionY" );
AddPart( AddTo, m_fEffects[EFFECT_CONFUSION_Y_OFFSET], "ConfusionYOffset" );
AddPart( AddTo, m_fEffects[EFFECT_MINI], "Mini" );
AddPart( AddTo, m_fEffects[EFFECT_TINY], "Tiny" );
AddPart( AddTo, m_fEffects[EFFECT_FLIP], "Flip" );
@@ -464,6 +469,11 @@ bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut
else if( sBit == "drunk" ) SET_FLOAT( fEffects[EFFECT_DRUNK] )
else if( sBit == "dizzy" ) SET_FLOAT( fEffects[EFFECT_DIZZY] )
else if( sBit == "confusion" ) SET_FLOAT( fEffects[EFFECT_CONFUSION] )
else if( sBit == "confusionoffset" ) SET_FLOAT( fEffects[EFFECT_CONFUSION_OFFSET] )
else if( sBit == "confusionx" ) SET_FLOAT( fEffects[EFFECT_CONFUSION_X] )
else if( sBit == "confusionxoffset" ) SET_FLOAT( fEffects[EFFECT_CONFUSION_X_OFFSET] )
else if( sBit == "confusiony" ) SET_FLOAT( fEffects[EFFECT_CONFUSION_Y] )
else if( sBit == "confusionyoffset" ) SET_FLOAT( fEffects[EFFECT_CONFUSION_Y_OFFSET] )
else if( sBit == "mini" ) SET_FLOAT( fEffects[EFFECT_MINI] )
else if( sBit == "tiny" ) SET_FLOAT( fEffects[EFFECT_TINY] )
else if( sBit == "flip" ) SET_FLOAT( fEffects[EFFECT_FLIP] )
@@ -1096,6 +1106,11 @@ public:
FLOAT_INTERFACE(Drunk, Effects[PlayerOptions::EFFECT_DRUNK], true);
FLOAT_INTERFACE(Dizzy, Effects[PlayerOptions::EFFECT_DIZZY], true);
FLOAT_INTERFACE(Confusion, Effects[PlayerOptions::EFFECT_CONFUSION], true);
FLOAT_INTERFACE(ConfusionOffset, Effects[PlayerOptions::EFFECT_CONFUSION_OFFSET], true);
FLOAT_INTERFACE(ConfusionX, Effects[PlayerOptions::EFFECT_CONFUSION_X], true);
FLOAT_INTERFACE(ConfusionXOffset, Effects[PlayerOptions::EFFECT_CONFUSION_X_OFFSET], true);
FLOAT_INTERFACE(ConfusionY, Effects[PlayerOptions::EFFECT_CONFUSION_Y], true);
FLOAT_INTERFACE(ConfusionYOffset, Effects[PlayerOptions::EFFECT_CONFUSION_Y_OFFSET], true);
FLOAT_INTERFACE(Mini, Effects[PlayerOptions::EFFECT_MINI], true);
FLOAT_INTERFACE(Tiny, Effects[PlayerOptions::EFFECT_TINY], true);
FLOAT_INTERFACE(Flip, Effects[PlayerOptions::EFFECT_FLIP], true);
@@ -1482,6 +1497,11 @@ public:
ADD_METHOD(Drunk);
ADD_METHOD(Dizzy);
ADD_METHOD(Confusion);
ADD_METHOD(ConfusionOffset);
ADD_METHOD(ConfusionX);
ADD_METHOD(ConfusionXOffset);
ADD_METHOD(ConfusionY);
ADD_METHOD(ConfusionYOffset);
ADD_METHOD(Mini);
ADD_METHOD(Tiny);
ADD_METHOD(Flip);