add twirl and roll mods from OpenITG [original code by vyhd]
This commit is contained in:
+26
-22
@@ -105,7 +105,7 @@ RString PlayerOptions::GetString( bool bForceNoteSkin ) const
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void PlayerOptions::GetMods( vector<RString> &AddTo, bool bForceNoteSkin ) const
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{
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RString sReturn;
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//RString sReturn;
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if( !m_fTimeSpacing )
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{
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@@ -134,35 +134,37 @@ void PlayerOptions::GetMods( vector<RString> &AddTo, bool bForceNoteSkin ) const
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AddPart( AddTo, m_fAccels[ACCEL_BOOST], "Boost" );
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AddPart( AddTo, m_fAccels[ACCEL_BRAKE], "Brake" );
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AddPart( AddTo, m_fAccels[ACCEL_WAVE], "Wave" );
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AddPart( AddTo, m_fAccels[ACCEL_EXPAND], "Expand" );
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AddPart( AddTo, m_fAccels[ACCEL_WAVE], "Wave" );
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AddPart( AddTo, m_fAccels[ACCEL_EXPAND], "Expand" );
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AddPart( AddTo, m_fAccels[ACCEL_BOOMERANG], "Boomerang" );
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AddPart( AddTo, m_fEffects[EFFECT_DRUNK], "Drunk" );
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AddPart( AddTo, m_fEffects[EFFECT_DIZZY], "Dizzy" );
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AddPart( AddTo, m_fEffects[EFFECT_DRUNK], "Drunk" );
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AddPart( AddTo, m_fEffects[EFFECT_DIZZY], "Dizzy" );
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AddPart( AddTo, m_fEffects[EFFECT_CONFUSION], "Confusion" );
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AddPart( AddTo, m_fEffects[EFFECT_MINI], "Mini" );
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AddPart( AddTo, m_fEffects[EFFECT_TINY], "Tiny" );
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AddPart( AddTo, m_fEffects[EFFECT_FLIP], "Flip" );
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AddPart( AddTo, m_fEffects[EFFECT_INVERT], "Invert" );
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AddPart( AddTo, m_fEffects[EFFECT_MINI], "Mini" );
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AddPart( AddTo, m_fEffects[EFFECT_TINY], "Tiny" );
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AddPart( AddTo, m_fEffects[EFFECT_FLIP], "Flip" );
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AddPart( AddTo, m_fEffects[EFFECT_INVERT], "Invert" );
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AddPart( AddTo, m_fEffects[EFFECT_TORNADO], "Tornado" );
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AddPart( AddTo, m_fEffects[EFFECT_TIPSY], "Tipsy" );
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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_fEffects[EFFECT_XMODE], "XMode" );
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AddPart( AddTo, m_fEffects[EFFECT_TIPSY], "Tipsy" );
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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_fEffects[EFFECT_XMODE], "XMode" );
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AddPart( AddTo, m_fEffects[EFFECT_TWIRL], "Twirl" );
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AddPart( AddTo, m_fEffects[EFFECT_ROLL], "Roll" );
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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_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_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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@@ -179,10 +181,10 @@ void PlayerOptions::GetMods( vector<RString> &AddTo, bool bForceNoteSkin ) const
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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_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_SOFT_SHUFFLE] ) AddTo.push_back( "SoftShuffle" );
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if( m_bTurns[TURN_SOFT_SHUFFLE] ) AddTo.push_back( "SoftShuffle" );
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if( m_bTurns[TURN_SUPER_SHUFFLE] ) AddTo.push_back( "SuperShuffle" );
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if( m_bTransforms[TRANSFORM_NOHOLDS] ) AddTo.push_back( "NoHolds" );
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@@ -190,7 +192,7 @@ void PlayerOptions::GetMods( vector<RString> &AddTo, bool bForceNoteSkin ) const
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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_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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@@ -355,6 +357,8 @@ bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut
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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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else if( sBit == "xmode" ) SET_FLOAT( fEffects[EFFECT_XMODE] )
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else if( sBit == "twirl" ) SET_FLOAT( fEffects[EFFECT_TWIRL] )
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else if( sBit == "roll" ) SET_FLOAT( fEffects[EFFECT_ROLL] )
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else if( sBit == "hidden" ) SET_FLOAT( fAppearances[APPEARANCE_HIDDEN] )
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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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