one path for parsing and theming player options - fixes "SuperShuffle" not themed
warn in ActiveAttackList if an invalid mod is encountered don't hard code font name
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@@ -18,9 +18,9 @@ struct PlayerOptions
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CString GetString() const;
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CString GetSavedPrefsString() const; // only the basic options that players would want for every song
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void ResetSavedPrefs();
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static CString ThemeMod( CString sOneMod );
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CString GetThemedString() const;
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void FromString( CString sOptions );
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void GetMods( vector<CString> &AddTo ) const;
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void GetThemedMods( vector<CString> &AddTo ) const;
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void FromString( CString sOptions, bool bWarnOnInvalid = false );
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void ChooseRandomMofifiers();
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bool ContainsTransformOrTurn() const;
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@@ -103,20 +103,21 @@ struct PlayerOptions
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/* All floats have a corresponding speed setting, which determines how fast
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* PlayerOptions::Approach approaches. */
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float m_fTimeSpacing, m_SpeedfTimeSpacing; // instead of Beat spacing
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float m_fScrollSpeed, m_SpeedfScrollSpeed; // used if !m_bTimeSpacing
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float m_fScrollBPM, m_SpeedfScrollBPM; // used if m_bTimeSpacing
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float m_fAccels[NUM_ACCELS], m_SpeedfAccels[NUM_ACCELS];
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float m_fEffects[NUM_EFFECTS],m_SpeedfEffects[NUM_EFFECTS];
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float m_fAppearances[NUM_APPEARANCES],m_SpeedfAppearances[NUM_APPEARANCES];
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float m_fScrolls[NUM_SCROLLS],m_SpeedfScrolls[NUM_SCROLLS];
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float m_fDark, m_SpeedfDark;
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float m_fBlind, m_SpeedfBlind;
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float m_fCover, m_SpeedfCover; // hide the background per-player--can't think of a good name
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float m_fPerspectiveTilt, m_SpeedfPerspectiveTilt; // -1 = near, 0 = overhead, +1 = space
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float m_fSkew, m_SpeedfSkew; // 0 = vanish point is in center of player, 1 = vanish point is in center of screen
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bool m_bSetScrollSpeed; // true if the scroll speed was set by FromString
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float m_fTimeSpacing, m_SpeedfTimeSpacing; // instead of Beat spacing
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float m_fScrollSpeed, m_SpeedfScrollSpeed; // used if !m_bTimeSpacing
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float m_fScrollBPM, m_SpeedfScrollBPM; // used if m_bTimeSpacing
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float m_fAccels[NUM_ACCELS], m_SpeedfAccels[NUM_ACCELS];
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float m_fEffects[NUM_EFFECTS],m_SpeedfEffects[NUM_EFFECTS];
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float m_fAppearances[NUM_APPEARANCES],m_SpeedfAppearances[NUM_APPEARANCES];
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float m_fScrolls[NUM_SCROLLS],m_SpeedfScrolls[NUM_SCROLLS];
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float m_fDark, m_SpeedfDark;
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float m_fBlind, m_SpeedfBlind;
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float m_fCover, m_SpeedfCover; // hide the background per-player--can't think of a good name
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float m_fPerspectiveTilt, m_SpeedfPerspectiveTilt; // -1 = near, 0 = overhead, +1 = space
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float m_fSkew, m_SpeedfSkew; // 0 = vanish point is in center of player, 1 = vanish point is in center of screen
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float m_fRandomSpeed, m_SpeedfRandomSpeed;
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float m_fRandomSpeed, m_SpeedfRandomSpeed;
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/* If this is > 0, then the player must have life above this value at the end of
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* the song to pass. This is independent of SongOptions::m_FailType. */
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