Documentation from Matt for ArrowEffects namespace.
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@@ -1757,6 +1757,24 @@
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<Function name='LoadAllCommandsFromName'/>
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<Function name='ResolvePath'/>
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</Namespace>
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<Namespace name='ArrowEffects'>
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<Function name='GetAlpha'/>
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<Function name='GetBrightness'/>
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<Function name='GetFrameWidthScale'/>
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<Function name='GetGlow'/>
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<Function name='GetRotationX'/>
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<Function name='GetRotationY'/>
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<Function name='GetRotationZ'/>
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<Function name='GetYOffset'/>
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<Function name='GetYOffsetFromYPos'/>
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<Function name='GetYPos'/>
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<Function name='GetXPos'/>
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<Function name='GetZoom'/>
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<Function name='GetZPos'/>
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<Function name='NeedZBuffer'/>
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<Function name='ReceptorGetRotationZ'/>
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<Function name='Update'/>
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</Namespace>
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<Namespace name='Enum'>
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<Function name='Compare'/>
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<Function name='GetName'/>
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@@ -638,6 +638,63 @@ save yourself some time, copy this for undocumented things:
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</Function>
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<Function name='ResolvePath' return='string' arguments='string sPath, int iLevel' />
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</Namespace>
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<Namespace name='ArrowEffects'>
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<Function name='Update' return='void' arguments=''>
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Updates ArrowEffects, which sets current values for Tornado, Invert, and Beat.
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</Function>
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<Function name='GetYOffset' return='float fYOffset' arguments='PlayerState ps, int iCol, float fNoteBeat'>
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Returns the Y Offset of a note in column <code>iCol</code> at beat <code>fNoteBeat</code> for the provided PlayerState. Y Offset is affected by Speed mods and Accel mods, and impacts most other arrow effects.
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</Function>
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<Function name='GetYPos' return='float fYPos' arguments='PlayerState ps, int iCol, float fYOffset, float fYReverseOffsetPixels'>
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Returns the Y position of a note in column <code>iCol</code> with a Y offset of <code>fYOffset</code> for the provided PlayerState.<br/>
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<code>fYReverseOffsetPixels</code> is the separation between targets with and without reverse. This argument is optional and will pull defaults from the metrics for <code>[Player]</code>
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</Function>
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<Function name='GetYOffsetFromYPos' return='float fYOffset' arguments='PlayerState ps, int iCol, float fYPos, float fYReverseOffsetPixels'>
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Returns the Y offset of a note in column <code>iCol</code> with a Y position of <code>fYPos</code> for the provided PlayerState.<br/>
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<code>fYReverseOffsetPixels</code> is the separation between targets with and without reverse. This argument is optional and will pull defaults from the metrics for <code>[Player]</code>
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</Function>
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<Function name='GetXPos' return='float fXPos' arguments='PlayerState ps, int iCol, float fYOffset'>
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Returns the X position of a note in column <code>iCol</code> with a Y offset of <code>fYOffset</code> for the provided PlayerState.
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</Function>
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<Function name='GetZPos' return='float fZPos' arguments='PlayerState ps, int iCol, float fYOffset'>
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Returns the Z position of a note in column <code>iCol</code> with a Y offset of <code>fYOffset</code> for the provided PlayerState.
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</Function>
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<Function name='GetRotationX' return='float fRotationX' arguments='PlayerState ps, float fYOffset'>
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Returns the X rotation of a note with a Y offset of <code>fYOffset</code> for the provided PlayerState.
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</Function>
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<Function name='GetRotationY' return='float fRotationY' arguments='PlayerState ps, float fYOffset'>
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Returns the Y rotation of a note with a Y offset of <code>fYOffset</code> for the provided PlayerState.
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</Function>
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<Function name='GetRotationZ' return='float fRotationZ' arguments='PlayerState ps, float fNoteBeat, bool bIsHoldHead'>
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Returns the Z rotation of a note at beat <code>fNoteBeat</code> for the provided PlayerState.<br/>
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<code>bIsHoldHead</code> is an optional argument which defaults to false. If true, this function will return <code>0</code> if the [ArrowEffects] metric <code>DizzyHoldHeads</code> is false.
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</Function>
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<Function name='ReceptorGetRotationZ' return='float fRotationZ' arguments='PlayerState ps'>
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Returns the Z rotation of the receptors for the provided PlayerState.
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</Function>
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<Function name='GetAlpha' return='float fAlpha' arguments='PlayerState ps, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar'>
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Returns the Alpha of a note in column <code>iCol</code> with a Y offset of <code>fYOffset</code> for the provided PlayerState.<br/>
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<code>fPercentFadeToFail</code> is optional and defaults to -1.<br/>
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<code>fYReverseOffsetPixels</code> is the separation between targets with and without reverse. This argument is optional and will pull defaults from the metrics for <code>[Player]</code><br/>
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<code>fDrawDistanceBeforeTargetsPixels</code> is optional and will pull defaults from the <code>[Player]</code> metric <code>DrawDistanceBeforeTargetsPixels</code><br/>
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<code>fFadeInPercentOfDrawFar</code> is optional and will pull defaults from the <code>[NoteField]</code> metric <code>FadeBeforeTargetsPercent</code><br/>
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</Function>
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<Function name='GetGlow' return='float fGlow' arguments='PlayerState ps, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar'>
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Returns the Glow of a note in column <code>iCol</code> with a Y offset of <code>fYOffset</code> for the provided PlayerState. The arguments are the same as for GetAlpha.
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</Function>
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<Function name='GetBrightness' return='float fBrightness' arguments='PlayerState ps, float fNoteBeat'>
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Returns the brightness of a note at beat <code>fNoteBeat</code> for the provided PlayerState.
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</Function>
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<Function name='NeedZBuffer' return='bool bNeedZBuffer' arguments='PlayerState ps'>
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Returns true if any arrow effects for the provided PlayerState require the z buffer.
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</Function>
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<Function name='GetZoom' return='float fZoom' arguments='PlayerState ps'>
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Returns the zoom of a note for the provided PlayerState.
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</Function>
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<Function name='GetFrameWidthScale' return='float fFameWidthScale' arguments='PlayerState ps, float fYOffset, fOverlappedTime'>
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Returns the FrameWidthScale of a hold part with a Y offset of <code>fYOffset</code> for the provided PlayerState.<br/> <code>fOverlappedTime</code> is optional and will default to 0.
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</Function>
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</Namespace>
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<Namespace name='Enum'>
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<Description>
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Enumerated types are lookup tables associating a string to each numerical
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