cleanup
This commit is contained in:
@@ -18,21 +18,21 @@
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void PlayerOptions::Init()
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{
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m_bSetScrollSpeed = false;
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m_fTimeSpacing = 0; m_SpeedfTimeSpacing = 1.0f;
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m_fTimeSpacing = 0; m_SpeedfTimeSpacing = 1.0f;
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m_fScrollSpeed = 1.0f; m_SpeedfScrollSpeed = 1.0f;
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m_fScrollBPM = 200; m_SpeedfScrollBPM = 1.0f;
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ZERO( m_fAccels ); ONE( m_SpeedfAccels );
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ZERO( m_fEffects ); ONE( m_SpeedfEffects );
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m_fScrollBPM = 200; m_SpeedfScrollBPM = 1.0f;
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ZERO( m_fAccels ); ONE( m_SpeedfAccels );
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ZERO( m_fEffects ); ONE( m_SpeedfEffects );
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ZERO( m_fAppearances ); ONE( m_SpeedfAppearances );
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ZERO( m_fScrolls ); ONE( m_SpeedfScrolls );
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m_fDark = 0; m_SpeedfDark = 1.0f;
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m_fBlind = 0; m_SpeedfBlind = 1.0f;
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m_fCover = 0; m_SpeedfCover = 1.0f;
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ZERO( m_fScrolls ); ONE( m_SpeedfScrolls );
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m_fDark = 0; m_SpeedfDark = 1.0f;
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m_fBlind = 0; m_SpeedfBlind = 1.0f;
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m_fCover = 0; m_SpeedfCover = 1.0f;
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m_bSetTiltOrSkew = false;
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m_fPerspectiveTilt = 0; m_SpeedfPerspectiveTilt = 1.0f;
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m_fSkew = 0; m_SpeedfSkew = 1.0f;
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m_fPassmark = 0; m_SpeedfPassmark = 1.0f;
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m_fRandomSpeed = 0; m_SpeedfRandomSpeed = 1.0f;
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m_fSkew = 0; m_SpeedfSkew = 1.0f;
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m_fPassmark = 0; m_SpeedfPassmark = 1.0f;
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m_fRandomSpeed = 0; m_SpeedfRandomSpeed = 1.0f;
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ZERO( m_bTurns );
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ZERO( m_bTransforms );
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m_ScoreDisplay = SCORING_ADD;
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@@ -126,32 +126,32 @@ void PlayerOptions::GetMods( vector<RString> &AddTo ) const
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AddPart( AddTo, m_fEffects[EFFECT_BUMPY], "Bumpy" );
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AddPart( AddTo, m_fEffects[EFFECT_BEAT], "Beat" );
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AddPart( AddTo, m_fAppearances[APPEARANCE_HIDDEN], "Hidden" );
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AddPart( AddTo, m_fAppearances[APPEARANCE_HIDDEN], "Hidden" );
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AddPart( AddTo, m_fAppearances[APPEARANCE_HIDDEN_OFFSET], "HiddenOffset" );
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AddPart( AddTo, m_fAppearances[APPEARANCE_SUDDEN], "Sudden" );
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AddPart( AddTo, m_fAppearances[APPEARANCE_SUDDEN], "Sudden" );
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AddPart( AddTo, m_fAppearances[APPEARANCE_SUDDEN_OFFSET], "SuddenOffset" );
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AddPart( AddTo, m_fAppearances[APPEARANCE_STEALTH], "Stealth" );
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AddPart( AddTo, m_fAppearances[APPEARANCE_BLINK], "Blink" );
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AddPart( AddTo, m_fAppearances[APPEARANCE_STEALTH], "Stealth" );
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AddPart( AddTo, m_fAppearances[APPEARANCE_BLINK], "Blink" );
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AddPart( AddTo, m_fAppearances[APPEARANCE_RANDOMVANISH], "RandomVanish" );
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AddPart( AddTo, m_fScrolls[SCROLL_REVERSE], "Reverse" );
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AddPart( AddTo, m_fScrolls[SCROLL_SPLIT], "Split" );
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AddPart( AddTo, m_fScrolls[SCROLL_REVERSE], "Reverse" );
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AddPart( AddTo, m_fScrolls[SCROLL_SPLIT], "Split" );
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AddPart( AddTo, m_fScrolls[SCROLL_ALTERNATE], "Alternate" );
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AddPart( AddTo, m_fScrolls[SCROLL_CROSS], "Cross" );
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AddPart( AddTo, m_fScrolls[SCROLL_CROSS], "Cross" );
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AddPart( AddTo, m_fScrolls[SCROLL_CENTERED], "Centered" );
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AddPart( AddTo, m_fDark, "Dark" );
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AddPart( AddTo, m_fDark, "Dark" );
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AddPart( AddTo, m_fBlind, "Blind" );
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AddPart( AddTo, m_fCover, "Cover" );
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AddPart( AddTo, m_fPassmark, "Passmark" );
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AddPart( AddTo, m_fPassmark, "Passmark" );
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AddPart( AddTo, m_fRandomSpeed, "RandomSpeed" );
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AddPart( AddTo, m_fRandomSpeed, "RandomSpeed" );
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if( m_bTurns[TURN_MIRROR] ) AddTo.push_back( "Mirror" );
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if( m_bTurns[TURN_LEFT] ) AddTo.push_back( "Left" );
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if( m_bTurns[TURN_RIGHT] ) AddTo.push_back( "Right" );
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if( m_bTurns[TURN_MIRROR] ) AddTo.push_back( "Mirror" );
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if( m_bTurns[TURN_LEFT] ) AddTo.push_back( "Left" );
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if( m_bTurns[TURN_RIGHT] ) AddTo.push_back( "Right" );
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if( m_bTurns[TURN_SHUFFLE] ) AddTo.push_back( "Shuffle" );
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if( m_bTurns[TURN_SUPER_SHUFFLE] ) AddTo.push_back( "SuperShuffle" );
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@@ -159,13 +159,13 @@ void PlayerOptions::GetMods( vector<RString> &AddTo ) const
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if( m_bTransforms[TRANSFORM_NOROLLS] ) AddTo.push_back( "NoRolls" );
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if( m_bTransforms[TRANSFORM_NOMINES] ) AddTo.push_back( "NoMines" );
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if( m_bTransforms[TRANSFORM_LITTLE] ) AddTo.push_back( "Little" );
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if( m_bTransforms[TRANSFORM_WIDE] ) AddTo.push_back( "Wide" );
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if( m_bTransforms[TRANSFORM_BIG] ) AddTo.push_back( "Big" );
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if( m_bTransforms[TRANSFORM_WIDE] ) AddTo.push_back( "Wide" );
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if( m_bTransforms[TRANSFORM_BIG] ) AddTo.push_back( "Big" );
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if( m_bTransforms[TRANSFORM_QUICK] ) AddTo.push_back( "Quick" );
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if( m_bTransforms[TRANSFORM_BMRIZE] ) AddTo.push_back( "BMRize" );
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if( m_bTransforms[TRANSFORM_SKIPPY] ) AddTo.push_back( "Skippy" );
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if( m_bTransforms[TRANSFORM_MINES] ) AddTo.push_back( "Mines" );
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if( m_bTransforms[TRANSFORM_ECHO] ) AddTo.push_back( "Echo" );
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if( m_bTransforms[TRANSFORM_ECHO] ) AddTo.push_back( "Echo" );
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if( m_bTransforms[TRANSFORM_STOMP] ) AddTo.push_back( "Stomp" );
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if( m_bTransforms[TRANSFORM_PLANTED] ) AddTo.push_back( "Planted" );
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if( m_bTransforms[TRANSFORM_FLOORED] ) AddTo.push_back( "Floored" );
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@@ -275,13 +275,13 @@ void PlayerOptions::FromString( RString sOptions, bool bWarnOnInvalid )
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else if( sBit == "brake" || sBit == "land" ) SET_FLOAT( fAccels[ACCEL_BRAKE] )
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else if( sBit == "wave" ) SET_FLOAT( fAccels[ACCEL_WAVE] )
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else if( sBit == "expand" ) SET_FLOAT( fAccels[ACCEL_EXPAND] )
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else if( sBit == "boomerang" ) SET_FLOAT( fAccels[ACCEL_BOOMERANG] )
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else if( sBit == "boomerang" ) SET_FLOAT( fAccels[ACCEL_BOOMERANG] )
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else if( sBit == "drunk" ) SET_FLOAT( fEffects[EFFECT_DRUNK] )
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else if( sBit == "dizzy" ) SET_FLOAT( fEffects[EFFECT_DIZZY] )
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else if( sBit == "mini" ) SET_FLOAT( fEffects[EFFECT_MINI] )
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else if( sBit == "flip" ) SET_FLOAT( fEffects[EFFECT_FLIP] )
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else if( sBit == "invert" ) SET_FLOAT( fEffects[EFFECT_INVERT] )
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else if( sBit == "tornado" ) SET_FLOAT( fEffects[EFFECT_TORNADO] )
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else if( sBit == "tornado" ) SET_FLOAT( fEffects[EFFECT_TORNADO] )
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else if( sBit == "tipsy" ) SET_FLOAT( fEffects[EFFECT_TIPSY] )
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else if( sBit == "bumpy" ) SET_FLOAT( fEffects[EFFECT_BUMPY] )
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else if( sBit == "beat" ) SET_FLOAT( fEffects[EFFECT_BEAT] )
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@@ -289,15 +289,15 @@ void PlayerOptions::FromString( RString sOptions, bool bWarnOnInvalid )
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else if( sBit == "hiddenoffset" ) SET_FLOAT( fAppearances[APPEARANCE_HIDDEN_OFFSET] )
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else if( sBit == "sudden" ) SET_FLOAT( fAppearances[APPEARANCE_SUDDEN] )
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else if( sBit == "suddenoffset" ) SET_FLOAT( fAppearances[APPEARANCE_SUDDEN_OFFSET] )
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else if( sBit == "stealth" ) SET_FLOAT( fAppearances[APPEARANCE_STEALTH] )
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else if( sBit == "stealth" ) SET_FLOAT( fAppearances[APPEARANCE_STEALTH] )
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else if( sBit == "blink" ) SET_FLOAT( fAppearances[APPEARANCE_BLINK] )
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else if( sBit == "randomvanish" ) SET_FLOAT( fAppearances[APPEARANCE_RANDOMVANISH] )
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else if( sBit == "turn" && !on ) ZERO( m_bTurns ); /* "no turn" */
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else if( sBit == "randomvanish" ) SET_FLOAT( fAppearances[APPEARANCE_RANDOMVANISH] )
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else if( sBit == "turn" && !on ) ZERO( m_bTurns ); /* "no turn" */
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else if( sBit == "mirror" ) m_bTurns[TURN_MIRROR] = on;
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else if( sBit == "left" ) m_bTurns[TURN_LEFT] = on;
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else if( sBit == "right" ) m_bTurns[TURN_RIGHT] = on;
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else if( sBit == "shuffle" ) m_bTurns[TURN_SHUFFLE] = on;
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else if( sBit == "supershuffle" )m_bTurns[TURN_SUPER_SHUFFLE] = on;
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else if( sBit == "shuffle" ) m_bTurns[TURN_SHUFFLE] = on;
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else if( sBit == "supershuffle" ) m_bTurns[TURN_SUPER_SHUFFLE] = on;
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else if( sBit == "little" ) m_bTransforms[TRANSFORM_LITTLE] = on;
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else if( sBit == "wide" ) m_bTransforms[TRANSFORM_WIDE] = on;
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else if( sBit == "big" ) m_bTransforms[TRANSFORM_BIG] = on;
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@@ -307,37 +307,37 @@ void PlayerOptions::FromString( RString sOptions, bool bWarnOnInvalid )
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else if( sBit == "mines" ) m_bTransforms[TRANSFORM_MINES] = on;
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else if( sBit == "echo" ) m_bTransforms[TRANSFORM_ECHO] = on;
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else if( sBit == "stomp" ) m_bTransforms[TRANSFORM_STOMP] = on;
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else if( sBit == "planted" ) m_bTransforms[TRANSFORM_PLANTED] = on;
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else if( sBit == "floored" ) m_bTransforms[TRANSFORM_FLOORED] = on;
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else if( sBit == "twister" ) m_bTransforms[TRANSFORM_TWISTER] = on;
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else if( sBit == "nojumps" ) m_bTransforms[TRANSFORM_NOJUMPS] = on;
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else if( sBit == "nohands" ) m_bTransforms[TRANSFORM_NOHANDS] = on;
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else if( sBit == "noquads" ) m_bTransforms[TRANSFORM_NOQUADS] = on;
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else if( sBit == "reverse" ) SET_FLOAT( fScrolls[SCROLL_REVERSE] )
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else if( sBit == "planted" ) m_bTransforms[TRANSFORM_PLANTED] = on;
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else if( sBit == "floored" ) m_bTransforms[TRANSFORM_FLOORED] = on;
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else if( sBit == "twister" ) m_bTransforms[TRANSFORM_TWISTER] = on;
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else if( sBit == "nojumps" ) m_bTransforms[TRANSFORM_NOJUMPS] = on;
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else if( sBit == "nohands" ) m_bTransforms[TRANSFORM_NOHANDS] = on;
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else if( sBit == "noquads" ) m_bTransforms[TRANSFORM_NOQUADS] = on;
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else if( sBit == "reverse" ) SET_FLOAT( fScrolls[SCROLL_REVERSE] )
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else if( sBit == "split" ) SET_FLOAT( fScrolls[SCROLL_SPLIT] )
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else if( sBit == "alternate" ) SET_FLOAT( fScrolls[SCROLL_ALTERNATE] )
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else if( sBit == "alternate" ) SET_FLOAT( fScrolls[SCROLL_ALTERNATE] )
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else if( sBit == "cross" ) SET_FLOAT( fScrolls[SCROLL_CROSS] )
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else if( sBit == "centered" || sBit == "converge" ) SET_FLOAT( fScrolls[SCROLL_CENTERED] )
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else if( sBit == "noholds" || sBit == "nofreeze" ) m_bTransforms[TRANSFORM_NOHOLDS] = on;
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else if( sBit == "norolls" ) m_bTransforms[TRANSFORM_NOROLLS] = on;
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else if( sBit == "nomines" ) m_bTransforms[TRANSFORM_NOMINES] = on;
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else if( sBit == "nostretch" ) m_bTransforms[TRANSFORM_NOSTRETCH] = on;
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else if( sBit == "norolls" ) m_bTransforms[TRANSFORM_NOROLLS] = on;
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else if( sBit == "nomines" ) m_bTransforms[TRANSFORM_NOMINES] = on;
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else if( sBit == "nostretch" ) m_bTransforms[TRANSFORM_NOSTRETCH] = on;
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else if( sBit == "dark" ) SET_FLOAT( fDark )
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else if( sBit == "blind" ) SET_FLOAT( fBlind )
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else if( sBit == "cover" ) SET_FLOAT( fCover )
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else if( sBit == "passmark" ) SET_FLOAT( fPassmark )
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else if( sBit == "overhead" ) { m_bSetTiltOrSkew = true; m_fSkew = 0; m_fPerspectiveTilt = 0; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
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else if( sBit == "incoming" ) { m_bSetTiltOrSkew = true; m_fSkew = level; m_fPerspectiveTilt = -level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
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else if( sBit == "space" ) { m_bSetTiltOrSkew = true; m_fSkew = level; m_fPerspectiveTilt = +level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
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else if( sBit == "hallway" ) { m_bSetTiltOrSkew = true; m_fSkew = 0; m_fPerspectiveTilt = -level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
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else if( sBit == "distant" ) { m_bSetTiltOrSkew = true; m_fSkew = 0; m_fPerspectiveTilt = +level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
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else if( sBit == "passmark" ) SET_FLOAT( fPassmark )
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else if( sBit == "overhead" ) { m_bSetTiltOrSkew = true; m_fSkew = 0; m_fPerspectiveTilt = 0; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
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else if( sBit == "incoming" ) { m_bSetTiltOrSkew = true; m_fSkew = level; m_fPerspectiveTilt = -level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
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else if( sBit == "space" ) { m_bSetTiltOrSkew = true; m_fSkew = level; m_fPerspectiveTilt = +level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
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else if( sBit == "hallway" ) { m_bSetTiltOrSkew = true; m_fSkew = 0; m_fPerspectiveTilt = -level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
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else if( sBit == "distant" ) { m_bSetTiltOrSkew = true; m_fSkew = 0; m_fPerspectiveTilt = +level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
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else if( NOTESKIN && NOTESKIN->DoesNoteSkinExist(sBit) ) m_sNoteSkin = sBit;
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else if( sBit == "noteskin" && !on ) /* "no noteskin" */ m_sNoteSkin = "default";
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else if( sBit == "randomspeed" ) SET_FLOAT( fRandomSpeed )
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else if( sBit == "addscore" ) m_ScoreDisplay = SCORING_ADD;
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else if( sBit == "subtractscore" ) m_ScoreDisplay = SCORING_SUBTRACT;
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else if( sBit == "averagescore" ) m_ScoreDisplay = SCORING_AVERAGE;
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else if( sBit == "random" ) ChooseRandomModifiers();
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else if( sBit == "randomspeed" ) SET_FLOAT( fRandomSpeed )
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else if( sBit == "addscore" ) m_ScoreDisplay = SCORING_ADD;
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else if( sBit == "subtractscore" ) m_ScoreDisplay = SCORING_SUBTRACT;
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else if( sBit == "averagescore" ) m_ScoreDisplay = SCORING_AVERAGE;
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else if( sBit == "random" ) ChooseRandomModifiers();
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else
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{
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if( bWarnOnInvalid )
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@@ -426,8 +426,8 @@ void PlayerOptions::NextPerspective()
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{
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switch( (int)m_fPerspectiveTilt )
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{
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case -1: m_fPerspectiveTilt = 0; break;
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case 0: m_fPerspectiveTilt = +1; break;
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case -1: m_fPerspectiveTilt = 0; break;
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case 0: m_fPerspectiveTilt = +1; break;
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case +1: default: m_fPerspectiveTilt = -1; break;
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}
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}
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