add invert
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@@ -118,6 +118,7 @@ void PlayerOptions::GetMods( vector<CString> &AddTo ) const
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AddPart( AddTo, m_fEffects[EFFECT_DIZZY], "Dizzy" );
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AddPart( AddTo, m_fEffects[EFFECT_MINI], "Mini" );
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AddPart( AddTo, m_fEffects[EFFECT_FLIP], "Flip" );
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AddPart( AddTo, m_fEffects[EFFECT_INVERT], "Invert" );
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AddPart( AddTo, m_fEffects[EFFECT_TORNADO], "Tornado" );
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AddPart( AddTo, m_fEffects[EFFECT_TIPSY], "Tipsy" );
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AddPart( AddTo, m_fEffects[EFFECT_BUMPY], "Bumpy" );
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@@ -262,6 +263,7 @@ void PlayerOptions::FromString( CString sOptions, bool bWarnOnInvalid )
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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 == "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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