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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