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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@@ -84,7 +84,18 @@ void ScreenPlayerOptions::ImportOptions()
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else if( po.m_fArrowScrollSpeed == 8.0f ) m_iSelectedOption[p][PO_SPEED] = 8;
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else m_iSelectedOption[p][PO_SPEED] = 2;
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m_iSelectedOption[p][PO_EFFECT] = po.m_EffectType;
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switch(po.m_EffectType)
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{
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case PlayerOptions::EFFECT_NONE: m_iSelectedOption[p][PO_EFFECT]=0; break;
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case PlayerOptions::EFFECT_BOOST: m_iSelectedOption[p][PO_EFFECT]=1; break;
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case PlayerOptions::EFFECT_WAVE: m_iSelectedOption[p][PO_EFFECT]=2; break;
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case PlayerOptions::EFFECT_DRUNK: m_iSelectedOption[p][PO_EFFECT]=3; break;
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case PlayerOptions::EFFECT_DIZZY: m_iSelectedOption[p][PO_EFFECT]=4; break;
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case PlayerOptions::EFFECT_SPACE: m_iSelectedOption[p][PO_EFFECT]=5; break;
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case PlayerOptions::EFFECT_MINI: m_iSelectedOption[p][PO_EFFECT]=6; break;
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default: ; break;
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}
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m_iSelectedOption[p][PO_APPEAR] = po.m_AppearanceType;
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m_iSelectedOption[p][PO_TURN] = po.m_TurnType;
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m_iSelectedOption[p][PO_LITTLE] = po.m_bLittle ? 1 : 0;
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@@ -114,8 +125,17 @@ void ScreenPlayerOptions::ExportOptions()
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case 8: po.m_fArrowScrollSpeed = 8.0f; break;
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}
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switch(m_iSelectedOption[p][PO_EFFECT])
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{
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case 0: po.m_EffectType = PlayerOptions::EFFECT_NONE; break;
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case 1: po.m_EffectType = PlayerOptions::EFFECT_BOOST; break;
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case 2: po.m_EffectType = PlayerOptions::EFFECT_WAVE; break;
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case 3: po.m_EffectType = PlayerOptions::EFFECT_DRUNK; break;
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case 4: po.m_EffectType = PlayerOptions::EFFECT_DIZZY; break;
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case 5: po.m_EffectType = PlayerOptions::EFFECT_SPACE; break;
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case 6: po.m_EffectType = PlayerOptions::EFFECT_MINI; break;
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}
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po.m_EffectType = (PlayerOptions::EffectType)m_iSelectedOption[p][PO_EFFECT];
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po.m_AppearanceType = (PlayerOptions::AppearanceType)m_iSelectedOption[p][PO_APPEAR];
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po.m_TurnType = (PlayerOptions::TurnType)m_iSelectedOption[p][PO_TURN];
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po.m_bLittle = m_iSelectedOption[p][PO_LITTLE] == 1;
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