From 1f68f86a2f88e9a9b407c67f031d20db23a43a2e Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Sat, 6 Jan 2007 21:02:13 +0000 Subject: [PATCH] cosmetic: tweak DrawActor and DrawHoldHeadTail together --- stepmania/src/NoteDisplay.cpp | 28 ++++++++++++++-------------- 1 file changed, 14 insertions(+), 14 deletions(-) diff --git a/stepmania/src/NoteDisplay.cpp b/stepmania/src/NoteDisplay.cpp index 874a890171..e67b2c771f 100644 --- a/stepmania/src/NoteDisplay.cpp +++ b/stepmania/src/NoteDisplay.cpp @@ -546,10 +546,10 @@ void NoteDisplay::DrawHoldHeadTail( const TapNote& tn, Actor* pActor, NotePart p const float fYOffset = ArrowEffects::GetYOffsetFromYPos( m_pPlayerState, iCol, fY, m_fYReverseOffsetPixels ); if( fYOffset < fDrawDistanceAfterTargetsPixels || fYOffset > fDrawDistanceBeforeTargetsPixels ) return; - const float fX = ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset ); - const float fZ = ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset ); - const float fAlpha = ArrowEffects::GetAlpha( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar ); - const float fGlow = ArrowEffects::GetGlow( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar ); + const float fX = ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset ); + const float fZ = ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset ); + const float fAlpha = ArrowEffects::GetAlpha( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar ); + const float fGlow = ArrowEffects::GetGlow( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar ); const RageColor colorDiffuse = RageColor(fColorScale,fColorScale,fColorScale,fAlpha); const RageColor colorGlow = RageColor(1,1,1,fGlow); @@ -689,16 +689,16 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeing void NoteDisplay::DrawActor( const TapNote& tn, Actor* pActor, NotePart part, int iCol, float fBeat, bool bIsAddition, float fPercentFadeToFail, float fReverseOffsetPixels, bool bUseLighting, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar ) { - const float fYOffset = ArrowEffects::GetYOffset( m_pPlayerState, iCol, fBeat ); - const float fY = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYOffset, fReverseOffsetPixels ); - const float fRotation = ArrowEffects::GetRotation( m_pPlayerState, fBeat ); - const float fX = ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset ); - const float fZ = ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset ); - const float fAlpha = ArrowEffects::GetAlpha( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar ); - const float fGlow = ArrowEffects::GetGlow( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar ); - const float fColorScale = ArrowEffects::GetBrightness( m_pPlayerState, fBeat ); - RageColor diffuse = RageColor(fColorScale,fColorScale,fColorScale,fAlpha); - RageColor glow = RageColor(1,1,1,fGlow); + const float fYOffset = ArrowEffects::GetYOffset( m_pPlayerState, iCol, fBeat ); + const float fY = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYOffset, fReverseOffsetPixels ); + const float fRotation = ArrowEffects::GetRotation( m_pPlayerState, fBeat ); + const float fX = ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset ); + const float fZ = ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset ); + const float fAlpha = ArrowEffects::GetAlpha( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar ); + const float fGlow = ArrowEffects::GetGlow( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar ); + const float fColorScale = ArrowEffects::GetBrightness( m_pPlayerState, fBeat ); + const RageColor diffuse = RageColor(fColorScale,fColorScale,fColorScale,fAlpha); + const RageColor glow = RageColor(1,1,1,fGlow); pActor->SetRotationZ( fRotation ); pActor->SetXY( fX, fY );