Allow for dizzy hold heads.
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@@ -19,6 +19,8 @@ sm-ssc v1.2.3 | 2011022?
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* [ScreenEdit] Display the number of Lifts and Fakes in a stepchart in the
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* [ScreenEdit] Display the number of Lifts and Fakes in a stepchart in the
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editor. These use metrics, so the lines can be made empty in themes that
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editor. These use metrics, so the lines can be made empty in themes that
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require them. [Wolfman2000]
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require them. [Wolfman2000]
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* [ArrowEffects] Allow for dizzy hold heads. Again, enable at your own risk.
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[Wolfman2000]
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20110227
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20110227
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--------
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--------
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@@ -173,6 +173,7 @@ BeatOffsetHeight=15
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BeatPIHeight=2
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BeatPIHeight=2
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MiniPercentBase=0.5
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MiniPercentBase=0.5
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MiniPercentGate=1
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MiniPercentGate=1
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DizzyHoldHeads=false
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QuantizeArrowYPosition=false
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QuantizeArrowYPosition=false
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[Background]
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[Background]
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@@ -58,6 +58,7 @@ static ThemeMetric<float> BEAT_OFFSET_HEIGHT( "ArrowEffects", "BeatOffsetHeight"
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static ThemeMetric<float> BEAT_PI_HEIGHT( "ArrowEffects", "BeatPIHeight" );
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static ThemeMetric<float> BEAT_PI_HEIGHT( "ArrowEffects", "BeatPIHeight" );
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static ThemeMetric<float> MINI_PERCENT_BASE( "ArrowEffects", "MiniPercentBase" );
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static ThemeMetric<float> MINI_PERCENT_BASE( "ArrowEffects", "MiniPercentBase" );
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static ThemeMetric<float> MINI_PERCENT_GATE( "ArrowEffects", "MiniPercentGate" );
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static ThemeMetric<float> MINI_PERCENT_GATE( "ArrowEffects", "MiniPercentGate" );
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static ThemeMetric<bool> DIZZY_HOLD_HEADS( "ArrowEffects", "DizzyHoldHeads" );
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static float GetNoteFieldHeight( const PlayerState* pPlayerState )
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static float GetNoteFieldHeight( const PlayerState* pPlayerState )
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{
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{
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@@ -507,8 +508,8 @@ float ArrowEffects::GetRotationZ( const PlayerState* pPlayerState, float fNoteBe
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if( fEffects[PlayerOptions::EFFECT_CONFUSION] != 0 )
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if( fEffects[PlayerOptions::EFFECT_CONFUSION] != 0 )
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fRotation += ReceptorGetRotationZ( pPlayerState );
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fRotation += ReceptorGetRotationZ( pPlayerState );
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// Doesn't affect hold heads, unlike confusion
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// As usual, enable dizzy hold heads at your own risk. -Wolfman2000
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if( fEffects[PlayerOptions::EFFECT_DIZZY] != 0 && !bIsHoldHead )
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if( fEffects[PlayerOptions::EFFECT_DIZZY] != 0 && ( DIZZY_HOLD_HEADS || !bIsHoldHead ) )
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{
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{
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const float fSongBeat = GAMESTATE->m_fSongBeatVisible;
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const float fSongBeat = GAMESTATE->m_fSongBeatVisible;
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float fDizzyRotation = fNoteBeat - fSongBeat;
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float fDizzyRotation = fNoteBeat - fSongBeat;
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