public LevelOptionsInfo(NetIncomingMessage msg) { bool bit0 = msg.ReadBoolean(); bool bit1 = msg.ReadBoolean(); bool bit2 = msg.ReadBoolean(); bool bit3 = msg.ReadBoolean(); bool bit4 = msg.ReadBoolean(); difficulty = (bit2 ? BeatmapDifficulty.ExpertPlus : (bit1 ? (bit0 ? BeatmapDifficulty.Expert : BeatmapDifficulty.Hard) : (bit0 ? BeatmapDifficulty.Normal : BeatmapDifficulty.Easy))); modifiers = new GameplayModifiersStruct(); modifiers.songSpeed = (bit4 ? GameplayModifiers.SongSpeed.Slower : (bit3 ? GameplayModifiers.SongSpeed.Faster : GameplayModifiers.SongSpeed.Normal)); modifiers.noFail = msg.ReadBoolean(); modifiers.noObstacles = msg.ReadBoolean(); modifiers.noBombs = msg.ReadBoolean(); modifiers.noArrows = msg.ReadBoolean(); modifiers.instaFail = msg.ReadBoolean(); modifiers.batteryEnergy = msg.ReadBoolean(); modifiers.disappearingArrows = msg.ReadBoolean(); modifiers.ghostNotes = msg.ReadBoolean(); bool bit13 = msg.ReadBoolean(); bool bit14 = msg.ReadBoolean(); msg.ReadBoolean(); characteristicName = bit14 ? (!bit13 ? "OneSaber" : string.Empty) : (bit13 ? "NoArrows" : "Standard"); if (characteristicName == string.Empty) { characteristicName = msg.ReadString(); } }
public LevelOptionsInfo(LevelOptionsInfo original) { difficulty = original.difficulty; modifiers = original.modifiers; characteristicName = original.characteristicName; }
public LevelOptionsInfo(BeatmapDifficulty difficulty, GameplayModifiers modifiers, string characteristicName) { this.difficulty = difficulty; this.modifiers = new GameplayModifiersStruct(modifiers); this.characteristicName = characteristicName; }