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