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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@@ -13,8 +13,16 @@
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struct PlayerOptions
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{
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float m_fArrowScrollSpeed;
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enum EffectType { EFFECT_NONE=0, EFFECT_BOOST, EFFECT_WAVE, EFFECT_DRUNK, EFFECT_DIZZY, EFFECT_SPACE, EFFECT_MINI, NUM_EFFECT_TYPES };
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EffectType m_EffectType;
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enum EffectType {
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EFFECT_NONE =0,
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EFFECT_BOOST =1<<0,
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EFFECT_WAVE =1<<1,
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EFFECT_DRUNK =1<<2,
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EFFECT_DIZZY =1<<3,
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EFFECT_SPACE =1<<4,
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EFFECT_MINI =1<<5,
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NUM_EFFECT_TYPES };
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int m_EffectType;
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enum AppearanceType { APPEARANCE_VISIBLE=0, APPEARANCE_HIDDEN, APPEARANCE_SUDDEN, APPEARANCE_STEALTH, APPEARANCE_BLINK, NUM_APPEARANCE_TYPES };
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AppearanceType m_AppearanceType;
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enum TurnType { TURN_NONE=0, TURN_MIRROR, TURN_LEFT, TURN_RIGHT, TURN_SHUFFLE };
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