add Blind modifier
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@@ -29,6 +29,7 @@ void PlayerOptions::Init()
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ZERO( m_fAppearances );
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ZERO( m_fScrolls );
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m_fDark = 0;
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m_fBlind = 0;
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m_Turn = TURN_NONE;
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m_Transform = TRANSFORM_NONE;
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m_bHoldNotes = true;
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@@ -53,6 +54,7 @@ void PlayerOptions::Approach( const PlayerOptions& other, float fDeltaSeconds )
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for( i=0; i<NUM_SCROLLS; i++ )
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fapproach( m_fScrolls[i], other.m_fScrolls[i], fDeltaSeconds );
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fapproach( m_fDark, other.m_fDark, fDeltaSeconds );
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fapproach( m_fBlind, other.m_fBlind, fDeltaSeconds );
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fapproach( m_fPerspectiveTilt, other.m_fPerspectiveTilt, fDeltaSeconds );
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}
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@@ -110,6 +112,8 @@ CString PlayerOptions::GetString()
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if( m_fDark == 1) sReturn += "Dark, ";
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if( m_fBlind == 1) sReturn += "Blind, ";
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switch( m_Turn )
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{
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case TURN_NONE: break;
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@@ -221,6 +225,7 @@ void PlayerOptions::FromString( CString sOptions )
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else if( sBit == "noholds" ) m_bHoldNotes = false;
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else if( sBit == "nofreeze" ) m_bHoldNotes = false;
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else if( sBit == "dark" ) m_fDark = 1;
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else if( sBit == "blind" ) m_fBlind = 1;
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else if( sBit == "timingassist")m_bTimingAssist = true;
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else if( sBit == "protiming") m_bProTiming = true;
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else if( sBit == "incoming" ) m_fPerspectiveTilt = -1;
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@@ -84,6 +84,7 @@ struct PlayerOptions
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float m_fAppearances[NUM_APPEARANCES];
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float m_fScrolls[NUM_SCROLLS];
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float m_fDark;
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float m_fBlind;
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Turn m_Turn;
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Transform m_Transform;
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bool m_bHoldNotes;
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@@ -134,7 +134,8 @@ ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
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m_Player.Load( PLAYER_1, pND, &m_LifeMeterBar, NULL, NULL, NULL, NULL, NULL );
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m_Player.SetX( 480 );
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m_Player.DontShowJudgement();
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// Don't show judgement
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GAMESTATE->m_PlayerOptions[PLAYER_1].m_fBlind = 1;
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this->AddChild( &m_Player );
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delete pND;
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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( "Note\nSkin", false, "" ),
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OptionRow( "Holds", false, "OFF","ON" ),
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OptionRow( "Dark", false, "OFF","ON" ),
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OptionRow( "Dark", false, "OFF","DARK","BLIND"),
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OptionRow( "Perspec\n-tive", false, "" ),
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OptionRow( "Step", 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_DARK] = po.m_fDark ? 1 : 0;
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m_iSelectedOption[p][PO_DARK] = po.m_fBlind ? 2 : (po.m_fDark ? 1 : 0);
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if( GAMESTATE->m_bEditing )
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@@ -369,6 +369,7 @@ void ScreenPlayerOptions::ExportOptions()
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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_fBlind = (m_iSelectedOption[p][PO_DARK] == 2) ? 1.f : 0.f;
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switch(m_iSelectedOption[p][PO_PERSPECTIVE])
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{
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