Add Skippy to PlayerOptions
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@@ -125,6 +125,7 @@ void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, ScoreDi
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case PlayerOptions::TRANSFORM_WIDE: NoteDataUtil::Wide(*this); break;
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case PlayerOptions::TRANSFORM_BIG: NoteDataUtil::Big(*this); break;
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case PlayerOptions::TRANSFORM_QUICK: NoteDataUtil::Quick(*this); break;
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case PlayerOptions::TRANSFORM_SKIPPY: NoteDataUtil::Skippy(*this); break;
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default: ASSERT(0);
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}
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@@ -115,6 +115,7 @@ CString PlayerOptions::GetString()
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case TRANSFORM_WIDE: sReturn += "Wide, "; break;
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case TRANSFORM_BIG: sReturn += "Big, "; break;
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case TRANSFORM_QUICK: sReturn += "Quick, "; break;
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case TRANSFORM_SKIPPY: sReturn += "Skippy, "; break;
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default: ASSERT(0); // invalid
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}
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@@ -174,6 +175,7 @@ void PlayerOptions::FromString( CString sOptions )
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else if( sBit == "wide" ) m_Transform = TRANSFORM_WIDE;
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else if( sBit == "big" ) m_Transform = TRANSFORM_BIG;
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else if( sBit == "quick" ) m_Transform = TRANSFORM_QUICK;
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else if( sBit == "skippy" ) m_Transform = TRANSFORM_SKIPPY;
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else if( sBit == "reverse" ) m_fReverseScroll = 1;
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else if( sBit == "noholds" ) m_bHoldNotes = false;
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else if( sBit == "nofreeze" ) m_bHoldNotes = false;
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@@ -67,6 +67,7 @@ struct PlayerOptions
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TRANSFORM_WIDE,
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TRANSFORM_BIG,
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TRANSFORM_QUICK,
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TRANSFORM_SKIPPY,
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NUM_TRANSFORMS
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};
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@@ -40,7 +40,7 @@ OptionRowData g_PlayerOptionsLines[NUM_PLAYER_OPTIONS_LINES] = {
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{ "Effect", 7, {"OFF","DRUNK","DIZZY","SPACE","MINI","FLIP","TORNADO"} },
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{ "Appear\n-ance", 5, {"VISIBLE","HIDDEN","SUDDEN","STEALTH","BLINK"} },
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{ "Turn", 6, {"OFF","MIRROR","LEFT","RIGHT","SHUFFLE","SUPER SHUFFLE"} },
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{ "Trans\n-form", 5, {"OFF","LITTLE","WIDE","BIG","QUICK"} },
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{ "Trans\n-form", 6, {"OFF","LITTLE","WIDE","BIG","QUICK","SKIPPY"} },
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{ "Scroll", 2, {"STANDARD","REVERSE"} },
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{ "Note\nSkin", 0, {""} },
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{ "Holds", 2, {"OFF","ON"} },
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@@ -219,7 +219,8 @@ void ScreenPlayerOptions::DrawPrimitives()
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void ScreenPlayerOptions::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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if( !m_Menu.m_In.IsTransitioning() &&
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if( !GAMESTATE->m_bEditing &&
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!m_Menu.m_In.IsTransitioning() &&
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MenuI.IsValid() &&
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MenuI.button == MENU_BUTTON_START &&
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type != IET_RELEASE &&
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