m_EffectType is now a bitfield, so we can have multiple effects on
at once. There's no interface to this, but it works with courses. drunk, dizzy, dark is amusing. "That arrow goes WHERE?"
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@@ -26,17 +26,12 @@ CString PlayerOptions::GetString()
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sReturn += s + "X, ";
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}
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switch( m_EffectType )
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{
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case EFFECT_NONE: break;
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case EFFECT_BOOST: sReturn += "Boost, "; break;
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case EFFECT_WAVE: sReturn += "Wave, "; break;
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case EFFECT_DRUNK: sReturn += "Drunk, "; break;
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case EFFECT_DIZZY: sReturn += "Dizzy, "; break;
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case EFFECT_SPACE: sReturn += "Space, "; break;
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case EFFECT_MINI: sReturn += "Mini, "; break;
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default: ASSERT(0); // invalid EFFECT
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}
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if( m_EffectType & EFFECT_BOOST ) sReturn += "Boost, ";
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if( m_EffectType & EFFECT_WAVE ) sReturn += "Wave, ";
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if( m_EffectType & EFFECT_DRUNK ) sReturn += "Drunk, ";
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if( m_EffectType & EFFECT_DIZZY ) sReturn += "Dizzy, ";
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if( m_EffectType & EFFECT_SPACE ) sReturn += "Space, ";
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if( m_EffectType & EFFECT_MINI ) sReturn += "Mini, ";
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switch( m_AppearanceType )
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{
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@@ -104,12 +99,12 @@ void PlayerOptions::FromString( CString sOptions )
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else if( sBit == "4.0x" ) m_fArrowScrollSpeed = 4.0f;
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else if( sBit == "5.0x" ) m_fArrowScrollSpeed = 5.0f;
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else if( sBit == "8.0x" ) m_fArrowScrollSpeed = 8.0f;
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else if( sBit == "boost" ) m_EffectType = EFFECT_BOOST;
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else if( sBit == "wave" ) m_EffectType = EFFECT_WAVE;
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else if( sBit == "drunk" ) m_EffectType = EFFECT_DRUNK;
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else if( sBit == "dizzy" ) m_EffectType = EFFECT_DIZZY;
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else if( sBit == "space" ) m_EffectType = EFFECT_SPACE;
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else if( sBit == "mini" ) m_EffectType = EFFECT_MINI;
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else if( sBit == "boost" ) m_EffectType |= EFFECT_BOOST;
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else if( sBit == "wave" ) m_EffectType |= EFFECT_WAVE;
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else if( sBit == "drunk" ) m_EffectType |= EFFECT_DRUNK;
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else if( sBit == "dizzy" ) m_EffectType |= EFFECT_DIZZY;
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else if( sBit == "space" ) m_EffectType |= EFFECT_SPACE;
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else if( sBit == "mini" ) m_EffectType |= EFFECT_MINI;
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else if( sBit == "hidden" ) m_AppearanceType = APPEARANCE_HIDDEN;
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else if( sBit == "sudden" ) m_AppearanceType = APPEARANCE_SUDDEN;
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else if( sBit == "stealth" ) m_AppearanceType = APPEARANCE_STEALTH;
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