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?"
This commit is contained in:
Glenn Maynard
2002-08-31 03:04:38 +00:00
parent 7ffc481c63
commit ad5f294ae4
7 changed files with 85 additions and 45 deletions
+10 -2
View File
@@ -13,8 +13,16 @@
struct PlayerOptions
{
float m_fArrowScrollSpeed;
enum EffectType { EFFECT_NONE=0, EFFECT_BOOST, EFFECT_WAVE, EFFECT_DRUNK, EFFECT_DIZZY, EFFECT_SPACE, EFFECT_MINI, NUM_EFFECT_TYPES };
EffectType m_EffectType;
enum EffectType {
EFFECT_NONE =0,
EFFECT_BOOST =1<<0,
EFFECT_WAVE =1<<1,
EFFECT_DRUNK =1<<2,
EFFECT_DIZZY =1<<3,
EFFECT_SPACE =1<<4,
EFFECT_MINI =1<<5,
NUM_EFFECT_TYPES };
int m_EffectType;
enum AppearanceType { APPEARANCE_VISIBLE=0, APPEARANCE_HIDDEN, APPEARANCE_SUDDEN, APPEARANCE_STEALTH, APPEARANCE_BLINK, NUM_APPEARANCE_TYPES };
AppearanceType m_AppearanceType;
enum TurnType { TURN_NONE=0, TURN_MIRROR, TURN_LEFT, TURN_RIGHT, TURN_SHUFFLE };