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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@@ -253,8 +253,16 @@ void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
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if( RandomFloat(0,1)>0.8f )
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GAMESTATE->m_PlayerOptions[p].m_fArrowScrollSpeed = 1.5f;
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/* This is a bitfield; choose a bit. 1<<0 chooses the first
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* option, 1<<1 the second, and so on. NUM_EFFECT_TYPES is one
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* greater than the number of options (since it includes NONE);
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* we'll actually NONE if we choose NUM_EFFECT_TYPES, since that'll
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* do 1<<(NUM_EFFECT_TYPES-1), which will turn on a bit that doesn't
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* do anything.
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*
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* It's simple, but it's a hack. FIXME -glenn */
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GAMESTATE->m_PlayerOptions[p].m_EffectType =
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PlayerOptions::EffectType(rand()%PlayerOptions::NUM_EFFECT_TYPES);
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1 << (rand()%PlayerOptions::NUM_EFFECT_TYPES) ;
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if( RandomFloat(0,1)>0.9f )
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GAMESTATE->m_PlayerOptions[p].m_AppearanceType = PlayerOptions::APPEARANCE_HIDDEN;
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if( RandomFloat(0,1)>0.9f )
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