remove ProTimingDisplay; too hard to read to be useful
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@@ -32,7 +32,6 @@ void PlayerOptions::Init()
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m_fRandomSpeed = 0; 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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m_ScoreDisplay = SCORING_ADD;
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m_sNoteSkin = "default";
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}
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@@ -158,8 +157,6 @@ CString PlayerOptions::GetString() const
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if( m_bTransforms[TRANSFORM_NOHANDS] ) sReturn += "NoHands, ";
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if( m_bTransforms[TRANSFORM_NOQUADS] ) sReturn += "NoQuads, ";
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if( m_bProTiming ) sReturn += "ProTiming, ";
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if( m_fSkew==1 && m_fPerspectiveTilt==-1 )
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sReturn += "Incoming, ";
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else if( m_fSkew==1 && m_fPerspectiveTilt==+1 )
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@@ -295,7 +292,6 @@ void PlayerOptions::FromString( CString sOptions )
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else if( sBit == "blind" ) SET_FLOAT( fBlind )
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else if( sBit == "cover" ) SET_FLOAT( fCover )
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else if( sBit == "passmark" ) SET_FLOAT( fPassmark )
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else if( sBit == "protiming") m_bProTiming = on;
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else if( sBit == "overhead" ) { m_fSkew = 0; m_fPerspectiveTilt = 0; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
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else if( sBit == "incoming" ) { m_fSkew = level; m_fPerspectiveTilt = -level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
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else if( sBit == "space" ) { m_fSkew = level; m_fPerspectiveTilt = +level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
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@@ -518,7 +514,6 @@ bool PlayerOptions::operator==( const PlayerOptions &other ) const
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COMPARE(m_fDark);
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COMPARE(m_fBlind);
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COMPARE(m_fCover);
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COMPARE(m_bProTiming);
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COMPARE(m_fPerspectiveTilt);
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COMPARE(m_fSkew);
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COMPARE(m_sNoteSkin);
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