add Blind modifier
This commit is contained in:
@@ -62,7 +62,6 @@ PlayerMinus::PlayerMinus()
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BRIGHT_GHOST_COMBO_THRESHOLD.Refresh();
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BRIGHT_GHOST_COMBO_THRESHOLD.Refresh();
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m_PlayerNumber = PLAYER_INVALID;
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m_PlayerNumber = PLAYER_INVALID;
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m_bShowJudgment = true;
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m_pLifeMeter = NULL;
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m_pLifeMeter = NULL;
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m_pCombinedLifeMeter = NULL;
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m_pCombinedLifeMeter = NULL;
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@@ -407,7 +406,7 @@ void PlayerMinus::DrawPrimitives()
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if( fTilt != 0 )
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if( fTilt != 0 )
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DISPLAY->ExitPerspective();
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DISPLAY->ExitPerspective();
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if (m_bShowJudgment)
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if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fBlind == 0 )
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{
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{
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if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bProTiming )
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if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bProTiming )
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m_ProTimingDisplay.Draw();
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m_ProTimingDisplay.Draw();
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@@ -51,7 +51,6 @@ public:
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void Step( int col, RageTimer tm );
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void Step( int col, RageTimer tm );
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void RandomiseNotes( int iNoteRow );
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void RandomiseNotes( int iNoteRow );
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void FadeToFail();
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void FadeToFail();
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void DontShowJudgement() { m_bShowJudgment = false; } // Used in ScreenHowToPlay
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protected:
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protected:
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void UpdateTapNotesMissedOlderThan( float fMissIfOlderThanThisBeat );
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void UpdateTapNotesMissedOlderThan( float fMissIfOlderThanThisBeat );
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@@ -88,7 +87,6 @@ protected:
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Inventory* m_pInventory;
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Inventory* m_pInventory;
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CString m_sLastSeenNoteSkin;
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CString m_sLastSeenNoteSkin;
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bool m_bShowJudgment;
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int m_iRowLastCrossed;
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int m_iRowLastCrossed;
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RageSound m_soundMineExplosion;
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RageSound m_soundMineExplosion;
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@@ -38,7 +38,7 @@ enum {
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PO_SCROLL,
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PO_SCROLL,
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PO_NOTE_SKIN,
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PO_NOTE_SKIN,
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PO_HOLD_NOTES,
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PO_HOLD_NOTES,
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PO_DARK,
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PO_HIDE,
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PO_PERSPECTIVE,
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PO_PERSPECTIVE,
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PO_STEP,
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PO_STEP,
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PO_CHARACTER,
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PO_CHARACTER,
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@@ -61,7 +61,7 @@ OptionRow g_PlayerOptionsLines[NUM_PLAYER_OPTIONS_LINES] = {
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OptionRow( "Scroll", false, "STANDARD","REVERSE","SPLIT","ALTERNATE" ),
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OptionRow( "Scroll", false, "STANDARD","REVERSE","SPLIT","ALTERNATE" ),
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OptionRow( "Note\nSkin", false, "" ),
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OptionRow( "Note\nSkin", false, "" ),
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OptionRow( "Holds", false, "OFF","ON" ),
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OptionRow( "Holds", false, "OFF","ON" ),
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OptionRow( "Dark", false, "OFF","DARK","BLIND"),
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OptionRow( "Hide", false, "OFF","DARK","BLIND"),
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OptionRow( "Perspec\n-tive", false, "" ),
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OptionRow( "Perspec\n-tive", false, "" ),
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OptionRow( "Step", false, "" ),
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OptionRow( "Step", false, "" ),
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OptionRow( "Character", false, "" ),
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OptionRow( "Character", false, "" ),
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@@ -236,7 +236,7 @@ void ScreenPlayerOptions::ImportOptions()
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m_iSelectedOption[p][PO_HOLD_NOTES] = po.m_bHoldNotes ? 1 : 0;
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m_iSelectedOption[p][PO_HOLD_NOTES] = po.m_bHoldNotes ? 1 : 0;
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m_iSelectedOption[p][PO_DARK] = po.m_fBlind ? 2 : (po.m_fDark ? 1 : 0);
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m_iSelectedOption[p][PO_HIDE] = po.m_fBlind ? 2 : (po.m_fDark ? 1 : 0);
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if( GAMESTATE->m_bEditing )
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if( GAMESTATE->m_bEditing )
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@@ -368,8 +368,8 @@ void ScreenPlayerOptions::ExportOptions()
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po.m_bHoldNotes = (m_iSelectedOption[p][PO_HOLD_NOTES] == 1);
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po.m_bHoldNotes = (m_iSelectedOption[p][PO_HOLD_NOTES] == 1);
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po.m_fDark = (m_iSelectedOption[p][PO_DARK] == 1) ? 1.f : 0.f;
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po.m_fDark = (m_iSelectedOption[p][PO_HIDE] == 1) ? 1.f : 0.f;
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po.m_fBlind = (m_iSelectedOption[p][PO_DARK] == 2) ? 1.f : 0.f;
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po.m_fBlind = (m_iSelectedOption[p][PO_HIDE] == 2) ? 1.f : 0.f;
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switch(m_iSelectedOption[p][PO_PERSPECTIVE])
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switch(m_iSelectedOption[p][PO_PERSPECTIVE])
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{
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{
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