add m_bProTiming
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@@ -33,10 +33,10 @@ void PlayerOptions::Init()
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m_Transform = TRANSFORM_NONE;
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m_Transform = TRANSFORM_NONE;
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m_bHoldNotes = true;
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m_bHoldNotes = true;
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m_bTimingAssist = false;
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m_bTimingAssist = false;
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m_bProTiming = false;
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m_fPerspectiveTilt = 0;
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m_fPerspectiveTilt = 0;
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m_sPositioning = ""; // "null"
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m_sPositioning = ""; // "null"
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m_sNoteSkin = "default";
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m_sNoteSkin = "default";
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}
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}
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void PlayerOptions::Approach( const PlayerOptions& other, float fDeltaSeconds )
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void PlayerOptions::Approach( const PlayerOptions& other, float fDeltaSeconds )
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@@ -130,6 +130,7 @@ CString PlayerOptions::GetString()
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if( !m_bHoldNotes ) sReturn += "NoHolds, ";
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if( !m_bHoldNotes ) sReturn += "NoHolds, ";
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if( m_bTimingAssist ) sReturn += "TimingAssist, ";
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if( m_bTimingAssist ) sReturn += "TimingAssist, ";
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if( m_bProTiming ) sReturn += "ProTiming, ";
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switch( (int)m_fPerspectiveTilt )
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switch( (int)m_fPerspectiveTilt )
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{
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{
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@@ -233,6 +234,7 @@ void PlayerOptions::FromString( CString sOptions )
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else if( sBit == "nofreeze" ) m_bHoldNotes = false;
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else if( sBit == "nofreeze" ) m_bHoldNotes = false;
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else if( sBit == "dark" ) m_fDark = 1;
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else if( sBit == "dark" ) m_fDark = 1;
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else if( sBit == "timingassist")m_bTimingAssist = true;
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else if( sBit == "timingassist")m_bTimingAssist = true;
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else if( sBit == "protiming") m_bProTiming = true;
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else if( sBit == "incoming" ) m_fPerspectiveTilt = -1;
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else if( sBit == "incoming" ) m_fPerspectiveTilt = -1;
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else if( sBit == "space" ) m_fPerspectiveTilt = +1;
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else if( sBit == "space" ) m_fPerspectiveTilt = +1;
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else if( GAMESTATE->m_pPosition->IsValidModeForAnyStyle(sBit) )
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else if( GAMESTATE->m_pPosition->IsValidModeForAnyStyle(sBit) )
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@@ -78,6 +78,7 @@ struct PlayerOptions
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Transform m_Transform;
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Transform m_Transform;
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bool m_bHoldNotes;
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bool m_bHoldNotes;
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bool m_bTimingAssist;
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bool m_bTimingAssist;
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bool m_bProTiming;
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float m_fPerspectiveTilt; // -1 = near, 0 = overhead, +1 = space
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float m_fPerspectiveTilt; // -1 = near, 0 = overhead, +1 = space
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CString m_sPositioning; /* The current positioning mode, or empty to use the normal positions. */
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CString m_sPositioning; /* The current positioning mode, or empty to use the normal positions. */
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CString m_sNoteSkin;
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CString m_sNoteSkin;
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