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itgmania212121/stepmania/src/ArrowEffects.h
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/*
-----------------------------------------------------------------------------
File: ArrowEffects.h
Desc: Functions that return properties of arrows based on StyleDef and PlayerOptions
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Copyright (c) 2001-2002 by the persons listed below. All rights reserved.
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Chris Danford
-----------------------------------------------------------------------------
*/
#ifndef _ArrowEffects_H_
#define _ArrowEffects_H_
#include "GameTypes.h"
#include "StyleDef.h"
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// fYOffset is a vertical position in pixels relative to the center.
// (positive if has not yet been stepped on, negative if has already passed).
// The ArrowEffect is applied in this stage.
float ArrowGetYOffset( const PlayerOptions& po, float fStepIndex, float fSongBeat );
// fXPos is a horizontal position in pixels relative to the center of the field.
// This depends on the column of the arrow and possibly the Arrow effect and
// fYOffset (in the case of EFFECT_DRUNK).
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float ArrowGetXPos( const PlayerOptions& po, int iCol, float fYOffset, float fSongBeat );
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// fRotation is Z rotation of an arrow. This will depend on the column of
// the arrow and possibly the Arrow effect and the fYOffset (in the case of
// EFFECT_DIZZY).
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float ArrowGetRotation( const PlayerOptions& po, int iCol, float fYOffset );
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// fYPos is the position of the note in pixels relative to the center.
// (positive if has not yet been stepped on, negative if has already passed).
// This value is fYOffset with bReverseScroll and fScrollSpeed factored in.
float ArrowGetYPos( const PlayerOptions& po, float fYOffset );
// fAlpha is the transparency of the arrow. It depends on fYPos and the
// ArrowAppearance.
float ArrowGetAlpha( const PlayerOptions& po, float fYPos );
#endif