added random speed modifier (as an experiment for random variables in modifiers)
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@@ -29,6 +29,7 @@ void PlayerOptions::Init()
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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 = 1.0f; m_SpeedfRandomSpeed = 1.0f;
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ZERO( m_bTurns );
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ZERO( m_bTransforms );
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m_bProTiming = false;
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@@ -57,6 +58,7 @@ void PlayerOptions::Approach( const PlayerOptions& other, float fDeltaSeconds )
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APP( fPerspectiveTilt );
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APP( fSkew );
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APP( fPassmark );
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APP( fRandomSpeed );
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}
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static CString AddPart( float level, CString name )
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@@ -170,6 +172,8 @@ CString PlayerOptions::GetString() const
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if( !m_sNoteSkin.empty() && m_sNoteSkin.CompareNoCase("default")!=0 )
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sReturn += m_sNoteSkin + ", ";
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if( m_fRandomSpeed > 1 )
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sReturn += "RandomSpeed, ";
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if( sReturn.GetLength() > 2 )
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sReturn.erase( sReturn.GetLength()-2 ); // delete the trailing ", "
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return sReturn;
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@@ -309,6 +313,8 @@ void PlayerOptions::FromString( CString sOptions )
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m_sNoteSkin = sBit;
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else if( sBit == "noteskin" && !on ) /* "no noteskin" */
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m_sNoteSkin = "default";
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else if ( sBit == "randomspeed" ) SET_FLOAT( fRandomSpeed )
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}
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}
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