Most PlayerOptions now represented by floats
Appearance PlayerOptions are now not mutually exclusive Accel PlayerOptions are now not mutually exclusive Most PlayerOptions linearly interpolate if changed during song
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@@ -95,10 +95,10 @@ bool SetUpSongOptions() // always return true.
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/* Lots and lots of arrows. This might even bias to arrows a little
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* too much. */
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GAMESTATE->m_PlayerOptions[p] = PlayerOptions();
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GAMESTATE->m_PlayerOptions[p].Init();
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GAMESTATE->m_PlayerOptions[p].m_fScrollSpeed = .25f;
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GAMESTATE->m_PlayerOptions[p].m_bEffects[ PlayerOptions::EFFECT_SPACE ] = true;
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GAMESTATE->m_PlayerOptions[p].m_bEffects[ PlayerOptions::EFFECT_MINI ] = true;
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GAMESTATE->m_PlayerOptions[p].m_fEffects[ PlayerOptions::EFFECT_SPACE ] = 1;
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GAMESTATE->m_PlayerOptions[p].m_fEffects[ PlayerOptions::EFFECT_MINI ] = 1;
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}
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GAMESTATE->m_SongOptions.m_LifeType = SongOptions::LIFE_BATTERY;
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GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF;
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@@ -109,7 +109,7 @@ bool SetUpSongOptions() // always return true.
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if( !GAMESTATE->IsPlayerEnabled(p) )
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continue;
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GAMESTATE->m_PlayerOptions[p] = PlayerOptions();
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GAMESTATE->m_PlayerOptions[p].Init();
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GAMESTATE->m_PlayerOptions[p].ChooseRandomMofifiers();
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}
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