Allow for dizzy hold heads.

This commit is contained in:
Jason Felds
2011-02-28 00:41:04 -05:00
parent b2cc16fed7
commit 0587aeced5
3 changed files with 6 additions and 2 deletions
+3 -2
View File
@@ -58,6 +58,7 @@ static ThemeMetric<float> BEAT_OFFSET_HEIGHT( "ArrowEffects", "BeatOffsetHeight"
static ThemeMetric<float> BEAT_PI_HEIGHT( "ArrowEffects", "BeatPIHeight" );
static ThemeMetric<float> MINI_PERCENT_BASE( "ArrowEffects", "MiniPercentBase" );
static ThemeMetric<float> MINI_PERCENT_GATE( "ArrowEffects", "MiniPercentGate" );
static ThemeMetric<bool> DIZZY_HOLD_HEADS( "ArrowEffects", "DizzyHoldHeads" );
static float GetNoteFieldHeight( const PlayerState* pPlayerState )
{
@@ -507,8 +508,8 @@ float ArrowEffects::GetRotationZ( const PlayerState* pPlayerState, float fNoteBe
if( fEffects[PlayerOptions::EFFECT_CONFUSION] != 0 )
fRotation += ReceptorGetRotationZ( pPlayerState );
// Doesn't affect hold heads, unlike confusion
if( fEffects[PlayerOptions::EFFECT_DIZZY] != 0 && !bIsHoldHead )
// As usual, enable dizzy hold heads at your own risk. -Wolfman2000
if( fEffects[PlayerOptions::EFFECT_DIZZY] != 0 && ( DIZZY_HOLD_HEADS || !bIsHoldHead ) )
{
const float fSongBeat = GAMESTATE->m_fSongBeatVisible;
float fDizzyRotation = fNoteBeat - fSongBeat;