Beat's turn.
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@@ -159,6 +159,8 @@ TornadoOffsetScaleFromHigh=1
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DrunkColumnFrequency=0.2
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DrunkColumnFrequency=0.2
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DrunkOffsetFrequency=10
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DrunkOffsetFrequency=10
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DrunkArrowMagnitude=0.5
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DrunkArrowMagnitude=0.5
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BeatOffsetHeight=15
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BeatPIHeight=2
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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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@@ -46,6 +46,8 @@ static ThemeMetric<float> TORNADO_OFFSET_SCALE_FROM_HIGH( "ArrowEffects", "Torna
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static ThemeMetric<float> DRUNK_COLUMN_FREQUENCY( "ArrowEffects", "DrunkColumnFrequency" );
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static ThemeMetric<float> DRUNK_COLUMN_FREQUENCY( "ArrowEffects", "DrunkColumnFrequency" );
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static ThemeMetric<float> DRUNK_OFFSET_FREQUENCY( "ArrowEffects", "DrunkOffsetFrequency" );
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static ThemeMetric<float> DRUNK_OFFSET_FREQUENCY( "ArrowEffects", "DrunkOffsetFrequency" );
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static ThemeMetric<float> DRUNK_ARROW_MAGNITUDE( "ArrowEffects", "DrunkArrowMagnitude" );
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static ThemeMetric<float> DRUNK_ARROW_MAGNITUDE( "ArrowEffects", "DrunkArrowMagnitude" );
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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<bool> QUANTIZE_ARROW_Y( "ArrowEffects", "QuantizeArrowYPosition");
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static ThemeMetric<bool> QUANTIZE_ARROW_Y( "ArrowEffects", "QuantizeArrowYPosition");
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static float GetNoteFieldHeight( const PlayerState* pPlayerState )
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static float GetNoteFieldHeight( const PlayerState* pPlayerState )
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@@ -416,7 +418,7 @@ float ArrowEffects::GetXPos( const PlayerState* pPlayerState, int iColNum, float
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if( fEffects[PlayerOptions::EFFECT_BEAT] != 0 )
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if( fEffects[PlayerOptions::EFFECT_BEAT] != 0 )
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{
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{
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const float fShift = data.m_fBeatFactor*RageFastSin( fYOffset / 15.0f + PI/2.0f );
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const float fShift = data.m_fBeatFactor*RageFastSin( fYOffset / BEAT_OFFSET_HEIGHT + PI/BEAT_PI_HEIGHT );
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fPixelOffsetFromCenter += fEffects[PlayerOptions::EFFECT_BEAT] * fShift;
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fPixelOffsetFromCenter += fEffects[PlayerOptions::EFFECT_BEAT] * fShift;
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}
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}
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