add twirl and roll mods from OpenITG [original code by vyhd]

This commit is contained in:
AJ Kelly
2010-08-21 14:17:52 -05:00
parent b2714eec9e
commit dc394b8569
7 changed files with 89 additions and 35 deletions
+26 -22
View File
@@ -105,7 +105,7 @@ RString PlayerOptions::GetString( bool bForceNoteSkin ) const
void PlayerOptions::GetMods( vector<RString> &AddTo, bool bForceNoteSkin ) const
{
RString sReturn;
//RString sReturn;
if( !m_fTimeSpacing )
{
@@ -134,35 +134,37 @@ void PlayerOptions::GetMods( vector<RString> &AddTo, bool bForceNoteSkin ) const
AddPart( AddTo, m_fAccels[ACCEL_BOOST], "Boost" );
AddPart( AddTo, m_fAccels[ACCEL_BRAKE], "Brake" );
AddPart( AddTo, m_fAccels[ACCEL_WAVE], "Wave" );
AddPart( AddTo, m_fAccels[ACCEL_EXPAND], "Expand" );
AddPart( AddTo, m_fAccels[ACCEL_WAVE], "Wave" );
AddPart( AddTo, m_fAccels[ACCEL_EXPAND], "Expand" );
AddPart( AddTo, m_fAccels[ACCEL_BOOMERANG], "Boomerang" );
AddPart( AddTo, m_fEffects[EFFECT_DRUNK], "Drunk" );
AddPart( AddTo, m_fEffects[EFFECT_DIZZY], "Dizzy" );
AddPart( AddTo, m_fEffects[EFFECT_DRUNK], "Drunk" );
AddPart( AddTo, m_fEffects[EFFECT_DIZZY], "Dizzy" );
AddPart( AddTo, m_fEffects[EFFECT_CONFUSION], "Confusion" );
AddPart( AddTo, m_fEffects[EFFECT_MINI], "Mini" );
AddPart( AddTo, m_fEffects[EFFECT_TINY], "Tiny" );
AddPart( AddTo, m_fEffects[EFFECT_FLIP], "Flip" );
AddPart( AddTo, m_fEffects[EFFECT_INVERT], "Invert" );
AddPart( AddTo, m_fEffects[EFFECT_MINI], "Mini" );
AddPart( AddTo, m_fEffects[EFFECT_TINY], "Tiny" );
AddPart( AddTo, m_fEffects[EFFECT_FLIP], "Flip" );
AddPart( AddTo, m_fEffects[EFFECT_INVERT], "Invert" );
AddPart( AddTo, m_fEffects[EFFECT_TORNADO], "Tornado" );
AddPart( AddTo, m_fEffects[EFFECT_TIPSY], "Tipsy" );
AddPart( AddTo, m_fEffects[EFFECT_BUMPY], "Bumpy" );
AddPart( AddTo, m_fEffects[EFFECT_BEAT], "Beat" );
AddPart( AddTo, m_fEffects[EFFECT_XMODE], "XMode" );
AddPart( AddTo, m_fEffects[EFFECT_TIPSY], "Tipsy" );
AddPart( AddTo, m_fEffects[EFFECT_BUMPY], "Bumpy" );
AddPart( AddTo, m_fEffects[EFFECT_BEAT], "Beat" );
AddPart( AddTo, m_fEffects[EFFECT_XMODE], "XMode" );
AddPart( AddTo, m_fEffects[EFFECT_TWIRL], "Twirl" );
AddPart( AddTo, m_fEffects[EFFECT_ROLL], "Roll" );
AddPart( AddTo, m_fAppearances[APPEARANCE_HIDDEN], "Hidden" );
AddPart( AddTo, m_fAppearances[APPEARANCE_HIDDEN], "Hidden" );
AddPart( AddTo, m_fAppearances[APPEARANCE_HIDDEN_OFFSET], "HiddenOffset" );
AddPart( AddTo, m_fAppearances[APPEARANCE_SUDDEN], "Sudden" );
AddPart( AddTo, m_fAppearances[APPEARANCE_SUDDEN], "Sudden" );
AddPart( AddTo, m_fAppearances[APPEARANCE_SUDDEN_OFFSET], "SuddenOffset" );
AddPart( AddTo, m_fAppearances[APPEARANCE_STEALTH], "Stealth" );
AddPart( AddTo, m_fAppearances[APPEARANCE_BLINK], "Blink" );
AddPart( AddTo, m_fAppearances[APPEARANCE_BLINK], "Blink" );
AddPart( AddTo, m_fAppearances[APPEARANCE_RANDOMVANISH], "RandomVanish" );
AddPart( AddTo, m_fScrolls[SCROLL_REVERSE], "Reverse" );
AddPart( AddTo, m_fScrolls[SCROLL_SPLIT], "Split" );
AddPart( AddTo, m_fScrolls[SCROLL_SPLIT], "Split" );
AddPart( AddTo, m_fScrolls[SCROLL_ALTERNATE], "Alternate" );
AddPart( AddTo, m_fScrolls[SCROLL_CROSS], "Cross" );
AddPart( AddTo, m_fScrolls[SCROLL_CROSS], "Cross" );
AddPart( AddTo, m_fScrolls[SCROLL_CENTERED], "Centered" );
AddPart( AddTo, m_fDark, "Dark" );
@@ -179,10 +181,10 @@ void PlayerOptions::GetMods( vector<RString> &AddTo, bool bForceNoteSkin ) const
AddPart( AddTo, m_fRandomSpeed, "RandomSpeed" );
if( m_bTurns[TURN_MIRROR] ) AddTo.push_back( "Mirror" );
if( m_bTurns[TURN_LEFT] ) AddTo.push_back( "Left" );
if( m_bTurns[TURN_RIGHT] ) AddTo.push_back( "Right" );
if( m_bTurns[TURN_LEFT] ) AddTo.push_back( "Left" );
if( m_bTurns[TURN_RIGHT] ) AddTo.push_back( "Right" );
if( m_bTurns[TURN_SHUFFLE] ) AddTo.push_back( "Shuffle" );
if( m_bTurns[TURN_SOFT_SHUFFLE] ) AddTo.push_back( "SoftShuffle" );
if( m_bTurns[TURN_SOFT_SHUFFLE] ) AddTo.push_back( "SoftShuffle" );
if( m_bTurns[TURN_SUPER_SHUFFLE] ) AddTo.push_back( "SuperShuffle" );
if( m_bTransforms[TRANSFORM_NOHOLDS] ) AddTo.push_back( "NoHolds" );
@@ -190,7 +192,7 @@ void PlayerOptions::GetMods( vector<RString> &AddTo, bool bForceNoteSkin ) const
if( m_bTransforms[TRANSFORM_NOMINES] ) AddTo.push_back( "NoMines" );
if( m_bTransforms[TRANSFORM_LITTLE] ) AddTo.push_back( "Little" );
if( m_bTransforms[TRANSFORM_WIDE] ) AddTo.push_back( "Wide" );
if( m_bTransforms[TRANSFORM_BIG] ) AddTo.push_back( "Big" );
if( m_bTransforms[TRANSFORM_BIG] ) AddTo.push_back( "Big" );
if( m_bTransforms[TRANSFORM_QUICK] ) AddTo.push_back( "Quick" );
if( m_bTransforms[TRANSFORM_BMRIZE] ) AddTo.push_back( "BMRize" );
if( m_bTransforms[TRANSFORM_SKIPPY] ) AddTo.push_back( "Skippy" );
@@ -355,6 +357,8 @@ bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut
else if( sBit == "bumpy" ) SET_FLOAT( fEffects[EFFECT_BUMPY] )
else if( sBit == "beat" ) SET_FLOAT( fEffects[EFFECT_BEAT] )
else if( sBit == "xmode" ) SET_FLOAT( fEffects[EFFECT_XMODE] )
else if( sBit == "twirl" ) SET_FLOAT( fEffects[EFFECT_TWIRL] )
else if( sBit == "roll" ) SET_FLOAT( fEffects[EFFECT_ROLL] )
else if( sBit == "hidden" ) SET_FLOAT( fAppearances[APPEARANCE_HIDDEN] )
else if( sBit == "hiddenoffset" ) SET_FLOAT( fAppearances[APPEARANCE_HIDDEN_OFFSET] )
else if( sBit == "sudden" ) SET_FLOAT( fAppearances[APPEARANCE_SUDDEN] )