Split *Options::FromString into FromString and FromOneModString.
Check for invalid mod names when loading a course by checking whether the mod is a valid PlayerOption or a valid SongOption. Previously, SongOption mods were being flagged as errors by PlayerOptions.
This commit is contained in:
+159
-162
@@ -1,7 +1,6 @@
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#include "global.h"
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#include "PlayerOptions.h"
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#include "RageUtil.h"
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#include "RageLog.h"
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#include "GameState.h"
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#include "NoteSkinManager.h"
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#include "song.h"
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@@ -11,7 +10,6 @@
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#include "Foreach.h"
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#include "Style.h"
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#include "CommonMetrics.h"
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#include "arch/Dialog/Dialog.h"
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#include <float.h>
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#define ONE( arr ) { for( unsigned Z = 0; Z < ARRAYLEN(arr); ++Z ) arr[Z]=1.0f; }
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@@ -232,179 +230,178 @@ void PlayerOptions::GetMods( vector<RString> &AddTo, bool bForceNoteSkin ) const
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/* Options are added to the current settings; call Init() beforehand if
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* you don't want this. */
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void PlayerOptions::FromString( const RString &sOptions, bool bWarnOnInvalid )
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void PlayerOptions::FromString( const RString &sMultipleMods )
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{
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RString sTemp = sMultipleMods;
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vector<RString> vs;
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split( sTemp, ",", vs, true );
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RString sThrowAway;
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FOREACH( RString, vs, s )
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{
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FromOneModString( *s, sThrowAway );
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}
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}
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bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut )
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{
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ASSERT( NOTESKIN );
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// Init();
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RString sTemp = sOptions;
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sTemp.MakeLower();
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vector<RString> asBits;
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split( sTemp, ",", asBits, true );
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FOREACH( RString, asBits, bit )
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RString sBit = sOneMod;
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sBit.MakeLower();
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TrimLeft(sBit);
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TrimRight(sBit);
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/* "drunk"
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* "no drunk"
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* "150% drunk"
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* "*2 100% drunk": approach at 2x normal speed */
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float level = 1;
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float speed = 1;
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vector<RString> asParts;
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split( sBit, " ", asParts, true );
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FOREACH_CONST( RString, asParts, s )
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{
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RString& sBit = *bit;
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TrimLeft(sBit);
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TrimRight(sBit);
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/* "drunk"
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* "no drunk"
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* "150% drunk"
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* "*2 100% drunk": approach at 2x normal speed */
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float level = 1;
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float speed = 1;
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vector<RString> asParts;
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split( sBit, " ", asParts, true );
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FOREACH_CONST( RString, asParts, s )
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if( *s == "no" )
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{
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if( *s == "no" )
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level = 0;
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}
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else if( isdigit((*s)[0]) || (*s)[0] == '-' )
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{
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/* If the last character is a *, they probably said "123*" when
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* they meant "*123". */
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if( s->Right(1) == "*" )
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{
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level = 0;
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/* XXX We know what they want, is there any reason not to handle it? */
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/* Yes. We should be strict in handling the format. -Chris */
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sErrorOut = ssprintf("Invalid player options \"%s\"; did you mean '*%d'?", s->c_str(), atoi(*s) );
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return false;
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}
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else if( isdigit((*s)[0]) || (*s)[0] == '-' )
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else
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{
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/* If the last character is a *, they probably said "123*" when
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* they meant "*123". */
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if( s->Right(1) == "*" )
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{
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if( bWarnOnInvalid )
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{
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LOG->UserLog( "", "", "Invalid player options \"%s\"; did you mean '*%d'?",
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s->c_str(), atoi(*s) );
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}
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// XXX We know what they want, is there any reason not to handle it?
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speed = StringToFloat( *s );
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}
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else
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{
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level = StringToFloat( *s ) / 100.0f;
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}
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}
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else if( *s[0]=='*' )
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{
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sscanf( *s, "*%f", &speed );
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if( !isfinite(speed) )
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speed = 1.0f;
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level = StringToFloat( *s ) / 100.0f;
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}
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}
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sBit = asParts.back();
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#define SET_FLOAT( opt ) { m_ ## opt = level; m_Speed ## opt = speed; }
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const bool on = (level > 0.5f);
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static Regex mult("^([0-9]+(\\.[0-9]+)?)x$");
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vector<RString> matches;
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if( mult.Compare(sBit, matches) )
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else if( *s[0]=='*' )
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{
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StringConversion::FromString( matches[0], level );
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SET_FLOAT( fScrollSpeed )
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SET_FLOAT( fTimeSpacing )
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m_fTimeSpacing = 0;
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}
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else if( sscanf( sBit, "c%f", &level ) == 1 )
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{
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if( !isfinite(level) || level <= 0.0f )
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level = 200.0f; // Just pick some value.
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SET_FLOAT( fScrollBPM )
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SET_FLOAT( fTimeSpacing )
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m_fTimeSpacing = 1;
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}
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else if( sBit == "clearall" ) Init();
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else if( sBit == "boost" ) SET_FLOAT( fAccels[ACCEL_BOOST] )
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else if( sBit == "brake" || sBit == "land" ) SET_FLOAT( fAccels[ACCEL_BRAKE] )
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else if( sBit == "wave" ) SET_FLOAT( fAccels[ACCEL_WAVE] )
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else if( sBit == "expand" || sBit == "dwiwave" ) SET_FLOAT( fAccels[ACCEL_EXPAND] )
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else if( sBit == "boomerang" ) SET_FLOAT( fAccels[ACCEL_BOOMERANG] )
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else if( sBit == "drunk" ) SET_FLOAT( fEffects[EFFECT_DRUNK] )
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else if( sBit == "dizzy" ) SET_FLOAT( fEffects[EFFECT_DIZZY] )
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else if( sBit == "mini" ) SET_FLOAT( fEffects[EFFECT_MINI] )
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else if( sBit == "tiny" ) SET_FLOAT( fEffects[EFFECT_TINY] )
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else if( sBit == "flip" ) SET_FLOAT( fEffects[EFFECT_FLIP] )
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else if( sBit == "invert" ) SET_FLOAT( fEffects[EFFECT_INVERT] )
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else if( sBit == "tornado" ) SET_FLOAT( fEffects[EFFECT_TORNADO] )
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else if( sBit == "tipsy" ) SET_FLOAT( fEffects[EFFECT_TIPSY] )
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else if( sBit == "bumpy" ) SET_FLOAT( fEffects[EFFECT_BUMPY] )
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else if( sBit == "beat" ) SET_FLOAT( fEffects[EFFECT_BEAT] )
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else if( sBit == "hidden" ) SET_FLOAT( fAppearances[APPEARANCE_HIDDEN] )
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else if( sBit == "hiddenoffset" ) SET_FLOAT( fAppearances[APPEARANCE_HIDDEN_OFFSET] )
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else if( sBit == "sudden" ) SET_FLOAT( fAppearances[APPEARANCE_SUDDEN] )
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else if( sBit == "suddenoffset" ) SET_FLOAT( fAppearances[APPEARANCE_SUDDEN_OFFSET] )
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else if( sBit == "stealth" ) SET_FLOAT( fAppearances[APPEARANCE_STEALTH] )
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else if( sBit == "blink" ) SET_FLOAT( fAppearances[APPEARANCE_BLINK] )
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else if( sBit == "randomvanish" ) SET_FLOAT( fAppearances[APPEARANCE_RANDOMVANISH] )
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else if( sBit == "turn" && !on ) ZERO( m_bTurns ); /* "no turn" */
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else if( sBit == "mirror" ) m_bTurns[TURN_MIRROR] = on;
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else if( sBit == "left" ) m_bTurns[TURN_LEFT] = on;
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else if( sBit == "right" ) m_bTurns[TURN_RIGHT] = on;
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else if( sBit == "shuffle" ) m_bTurns[TURN_SHUFFLE] = on;
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else if( sBit == "supershuffle" ) m_bTurns[TURN_SUPER_SHUFFLE] = on;
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else if( sBit == "little" ) m_bTransforms[TRANSFORM_LITTLE] = on;
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else if( sBit == "wide" ) m_bTransforms[TRANSFORM_WIDE] = on;
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else if( sBit == "big" ) m_bTransforms[TRANSFORM_BIG] = on;
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else if( sBit == "quick" ) m_bTransforms[TRANSFORM_QUICK] = on;
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else if( sBit == "bmrize" ) m_bTransforms[TRANSFORM_BMRIZE] = on;
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else if( sBit == "skippy" ) m_bTransforms[TRANSFORM_SKIPPY] = on;
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else if( sBit == "mines" ) m_bTransforms[TRANSFORM_MINES] = on;
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else if( sBit == "echo" ) m_bTransforms[TRANSFORM_ECHO] = on;
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else if( sBit == "stomp" ) m_bTransforms[TRANSFORM_STOMP] = on;
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else if( sBit == "planted" ) m_bTransforms[TRANSFORM_PLANTED] = on;
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else if( sBit == "floored" ) m_bTransforms[TRANSFORM_FLOORED] = on;
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else if( sBit == "twister" ) m_bTransforms[TRANSFORM_TWISTER] = on;
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else if( sBit == "nojumps" ) m_bTransforms[TRANSFORM_NOJUMPS] = on;
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else if( sBit == "nohands" ) m_bTransforms[TRANSFORM_NOHANDS] = on;
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else if( sBit == "noquads" ) m_bTransforms[TRANSFORM_NOQUADS] = on;
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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 == "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 == "centered" ) SET_FLOAT( fScrolls[SCROLL_CENTERED] )
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else if( sBit == "noholds" ) m_bTransforms[TRANSFORM_NOHOLDS] = on;
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else if( sBit == "norolls" ) m_bTransforms[TRANSFORM_NOROLLS] = on;
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else if( sBit == "nomines" ) m_bTransforms[TRANSFORM_NOMINES] = on;
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else if( sBit == "nostretch" ) m_bTransforms[TRANSFORM_NOSTRETCH] = on;
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else if( sBit == "dark" ) SET_FLOAT( fDark )
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else if( sBit == "blind" ) SET_FLOAT( fBlind )
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else if( sBit == "cover" ) SET_FLOAT( fCover )
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else if( sBit == "passmark" ) SET_FLOAT( fPassmark )
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else if( sBit == "overhead" ) { m_bSetTiltOrSkew = true; m_fSkew = 0; m_fPerspectiveTilt = 0; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
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else if( sBit == "incoming" ) { m_bSetTiltOrSkew = true; m_fSkew = level; m_fPerspectiveTilt = -level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
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else if( sBit == "space" ) { m_bSetTiltOrSkew = true; m_fSkew = level; m_fPerspectiveTilt = +level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
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else if( sBit == "hallway" ) { m_bSetTiltOrSkew = true; m_fSkew = 0; m_fPerspectiveTilt = -level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
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else if( sBit == "distant" ) { m_bSetTiltOrSkew = true; m_fSkew = 0; m_fPerspectiveTilt = +level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
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else if( NOTESKIN && NOTESKIN->DoesNoteSkinExist(sBit) ) m_sNoteSkin = sBit;
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else if( sBit == "noteskin" && !on ) /* "no noteskin" */ m_sNoteSkin = CommonMetrics::DEFAULT_NOTESKIN_NAME;
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else if( sBit == "randomspeed" ) SET_FLOAT( fRandomSpeed )
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else if( sBit == "failarcade" ||
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sBit == "failimmediate" ) m_FailType = FAIL_IMMEDIATE;
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else if( sBit == "failendofsong" ||
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sBit == "failimmediatecontinue" ) m_FailType = FAIL_IMMEDIATE_CONTINUE;
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else if( sBit == "failatend" ) m_FailType = FAIL_AT_END;
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else if( sBit == "failoff" ) m_FailType = FAIL_OFF;
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else if( sBit == "faildefault" )
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{
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PlayerOptions po;
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GAMESTATE->GetDefaultPlayerOptions( po );
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m_FailType = po.m_FailType;
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}
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else if( sBit == "addscore" ) m_ScoreDisplay = SCORING_ADD;
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else if( sBit == "subtractscore" ) m_ScoreDisplay = SCORING_SUBTRACT;
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else if( sBit == "averagescore" ) m_ScoreDisplay = SCORING_AVERAGE;
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else if( sBit == "muteonerror" ) m_bMuteOnError = on;
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else if( sBit == "random" ) ChooseRandomModifiers();
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else
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{
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if( bWarnOnInvalid )
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{
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RString sWarning = ssprintf( "The options string \"%s\" contains an invalid mod name \"%s\".", sOptions.c_str(), sBit.c_str() );
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LOG->UserLog( "", "", "%s", sWarning.c_str() );
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Dialog::OK( sWarning, "INVALID_PLAYER_OPTION_WARNING" );
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}
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sscanf( *s, "*%f", &speed );
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if( !isfinite(speed) )
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speed = 1.0f;
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}
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}
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sBit = asParts.back();
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#define SET_FLOAT( opt ) { m_ ## opt = level; m_Speed ## opt = speed; }
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const bool on = (level > 0.5f);
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static Regex mult("^([0-9]+(\\.[0-9]+)?)x$");
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vector<RString> matches;
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if( mult.Compare(sBit, matches) )
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{
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StringConversion::FromString( matches[0], level );
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SET_FLOAT( fScrollSpeed )
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SET_FLOAT( fTimeSpacing )
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m_fTimeSpacing = 0;
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}
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else if( sscanf( sBit, "c%f", &level ) == 1 )
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{
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if( !isfinite(level) || level <= 0.0f )
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level = 200.0f; // Just pick some value.
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SET_FLOAT( fScrollBPM )
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SET_FLOAT( fTimeSpacing )
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m_fTimeSpacing = 1;
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}
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else if( sBit == "clearall" ) Init();
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else if( sBit == "boost" ) SET_FLOAT( fAccels[ACCEL_BOOST] )
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else if( sBit == "brake" || sBit == "land" ) SET_FLOAT( fAccels[ACCEL_BRAKE] )
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else if( sBit == "wave" ) SET_FLOAT( fAccels[ACCEL_WAVE] )
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else if( sBit == "expand" || sBit == "dwiwave" ) SET_FLOAT( fAccels[ACCEL_EXPAND] )
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else if( sBit == "boomerang" ) SET_FLOAT( fAccels[ACCEL_BOOMERANG] )
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else if( sBit == "drunk" ) SET_FLOAT( fEffects[EFFECT_DRUNK] )
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else if( sBit == "dizzy" ) SET_FLOAT( fEffects[EFFECT_DIZZY] )
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else if( sBit == "mini" ) SET_FLOAT( fEffects[EFFECT_MINI] )
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else if( sBit == "tiny" ) SET_FLOAT( fEffects[EFFECT_TINY] )
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else if( sBit == "flip" ) SET_FLOAT( fEffects[EFFECT_FLIP] )
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else if( sBit == "invert" ) SET_FLOAT( fEffects[EFFECT_INVERT] )
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else if( sBit == "tornado" ) SET_FLOAT( fEffects[EFFECT_TORNADO] )
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else if( sBit == "tipsy" ) SET_FLOAT( fEffects[EFFECT_TIPSY] )
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else if( sBit == "bumpy" ) SET_FLOAT( fEffects[EFFECT_BUMPY] )
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else if( sBit == "beat" ) SET_FLOAT( fEffects[EFFECT_BEAT] )
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else if( sBit == "hidden" ) SET_FLOAT( fAppearances[APPEARANCE_HIDDEN] )
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else if( sBit == "hiddenoffset" ) SET_FLOAT( fAppearances[APPEARANCE_HIDDEN_OFFSET] )
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else if( sBit == "sudden" ) SET_FLOAT( fAppearances[APPEARANCE_SUDDEN] )
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else if( sBit == "suddenoffset" ) SET_FLOAT( fAppearances[APPEARANCE_SUDDEN_OFFSET] )
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else if( sBit == "stealth" ) SET_FLOAT( fAppearances[APPEARANCE_STEALTH] )
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else if( sBit == "blink" ) SET_FLOAT( fAppearances[APPEARANCE_BLINK] )
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else if( sBit == "randomvanish" ) SET_FLOAT( fAppearances[APPEARANCE_RANDOMVANISH] )
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else if( sBit == "turn" && !on ) ZERO( m_bTurns ); /* "no turn" */
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else if( sBit == "mirror" ) m_bTurns[TURN_MIRROR] = on;
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else if( sBit == "left" ) m_bTurns[TURN_LEFT] = on;
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else if( sBit == "right" ) m_bTurns[TURN_RIGHT] = on;
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else if( sBit == "shuffle" ) m_bTurns[TURN_SHUFFLE] = on;
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else if( sBit == "supershuffle" ) m_bTurns[TURN_SUPER_SHUFFLE] = on;
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else if( sBit == "little" ) m_bTransforms[TRANSFORM_LITTLE] = on;
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else if( sBit == "wide" ) m_bTransforms[TRANSFORM_WIDE] = on;
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else if( sBit == "big" ) m_bTransforms[TRANSFORM_BIG] = on;
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else if( sBit == "quick" ) m_bTransforms[TRANSFORM_QUICK] = on;
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else if( sBit == "bmrize" ) m_bTransforms[TRANSFORM_BMRIZE] = on;
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else if( sBit == "skippy" ) m_bTransforms[TRANSFORM_SKIPPY] = on;
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else if( sBit == "mines" ) m_bTransforms[TRANSFORM_MINES] = on;
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else if( sBit == "echo" ) m_bTransforms[TRANSFORM_ECHO] = on;
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else if( sBit == "stomp" ) m_bTransforms[TRANSFORM_STOMP] = on;
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else if( sBit == "planted" ) m_bTransforms[TRANSFORM_PLANTED] = on;
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else if( sBit == "floored" ) m_bTransforms[TRANSFORM_FLOORED] = on;
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else if( sBit == "twister" ) m_bTransforms[TRANSFORM_TWISTER] = on;
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else if( sBit == "nojumps" ) m_bTransforms[TRANSFORM_NOJUMPS] = on;
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else if( sBit == "nohands" ) m_bTransforms[TRANSFORM_NOHANDS] = on;
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else if( sBit == "noquads" ) m_bTransforms[TRANSFORM_NOQUADS] = on;
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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 == "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 == "centered" ) SET_FLOAT( fScrolls[SCROLL_CENTERED] )
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else if( sBit == "noholds" ) m_bTransforms[TRANSFORM_NOHOLDS] = on;
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else if( sBit == "norolls" ) m_bTransforms[TRANSFORM_NOROLLS] = on;
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else if( sBit == "nomines" ) m_bTransforms[TRANSFORM_NOMINES] = on;
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else if( sBit == "nostretch" ) m_bTransforms[TRANSFORM_NOSTRETCH] = on;
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else if( sBit == "dark" ) SET_FLOAT( fDark )
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else if( sBit == "blind" ) SET_FLOAT( fBlind )
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else if( sBit == "cover" ) SET_FLOAT( fCover )
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||||
else if( sBit == "passmark" ) SET_FLOAT( fPassmark )
|
||||
else if( sBit == "overhead" ) { m_bSetTiltOrSkew = true; m_fSkew = 0; m_fPerspectiveTilt = 0; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
|
||||
else if( sBit == "incoming" ) { m_bSetTiltOrSkew = true; m_fSkew = level; m_fPerspectiveTilt = -level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
|
||||
else if( sBit == "space" ) { m_bSetTiltOrSkew = true; m_fSkew = level; m_fPerspectiveTilt = +level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
|
||||
else if( sBit == "hallway" ) { m_bSetTiltOrSkew = true; m_fSkew = 0; m_fPerspectiveTilt = -level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
|
||||
else if( sBit == "distant" ) { m_bSetTiltOrSkew = true; m_fSkew = 0; m_fPerspectiveTilt = +level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
|
||||
else if( NOTESKIN && NOTESKIN->DoesNoteSkinExist(sBit) ) m_sNoteSkin = sBit;
|
||||
else if( sBit == "noteskin" && !on ) /* "no noteskin" */ m_sNoteSkin = CommonMetrics::DEFAULT_NOTESKIN_NAME;
|
||||
else if( sBit == "randomspeed" ) SET_FLOAT( fRandomSpeed )
|
||||
else if( sBit == "failarcade" ||
|
||||
sBit == "failimmediate" ) m_FailType = FAIL_IMMEDIATE;
|
||||
else if( sBit == "failendofsong" ||
|
||||
sBit == "failimmediatecontinue" ) m_FailType = FAIL_IMMEDIATE_CONTINUE;
|
||||
else if( sBit == "failatend" ) m_FailType = FAIL_AT_END;
|
||||
else if( sBit == "failoff" ) m_FailType = FAIL_OFF;
|
||||
else if( sBit == "faildefault" )
|
||||
{
|
||||
PlayerOptions po;
|
||||
GAMESTATE->GetDefaultPlayerOptions( po );
|
||||
m_FailType = po.m_FailType;
|
||||
}
|
||||
else if( sBit == "addscore" ) m_ScoreDisplay = SCORING_ADD;
|
||||
else if( sBit == "subtractscore" ) m_ScoreDisplay = SCORING_SUBTRACT;
|
||||
else if( sBit == "averagescore" ) m_ScoreDisplay = SCORING_AVERAGE;
|
||||
else if( sBit == "muteonerror" ) m_bMuteOnError = on;
|
||||
else if( sBit == "random" ) ChooseRandomModifiers();
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void NextFloat( float fValues[], int size )
|
||||
|
||||
Reference in New Issue
Block a user