Add scrolls: split and alternate
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@@ -182,8 +182,8 @@ float ArrowGetYPosWithoutReverse( PlayerNumber pn, int iCol, float fYOffset )
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float ArrowGetYPos( PlayerNumber pn, int iCol, float fYOffset, float fYReverseOffsetPixels )
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{
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float f = ArrowGetYPosWithoutReverse(pn,iCol,fYOffset);
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f *= SCALE( GAMESTATE->m_CurrentPlayerOptions[pn].m_fReverseScroll, 0.f, 1.f, 1.f, -1.f );
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f += SCALE( GAMESTATE->m_CurrentPlayerOptions[pn].m_fReverseScroll, 0.f, 1.f, 0.f, fYReverseOffsetPixels );
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f *= SCALE( GAMESTATE->m_CurrentPlayerOptions[pn].GetReversePercentForColumn(iCol), 0.f, 1.f, 1.f, -1.f );
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f += SCALE( GAMESTATE->m_CurrentPlayerOptions[pn].GetReversePercentForColumn(iCol), 0.f, 1.f, 0.f, fYReverseOffsetPixels );
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const float* fEffects = GAMESTATE->m_CurrentPlayerOptions[pn].m_fEffects;
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@@ -197,9 +197,9 @@ const float fCenterLine = 160; // from fYPos == 0
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const float fFadeDist = 100;
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// used by ArrowGetAlpha and ArrowGetGlow below
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float ArrowGetPercentVisible( PlayerNumber pn, float fYPos )
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float ArrowGetPercentVisible( PlayerNumber pn, int iCol, float fYPos )
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{
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if( GAMESTATE->m_CurrentPlayerOptions[pn].m_fReverseScroll > 0.5f )
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if( GAMESTATE->m_CurrentPlayerOptions[pn].GetReversePercentForColumn(iCol) > 0.5f )
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fYPos *= -1;
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const float fDistFromCenterLine = fYPos - fCenterLine;
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@@ -252,10 +252,10 @@ float ArrowGetPercentVisible( PlayerNumber pn, float fYPos )
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return clamp( 1+fVisibleAdjust, 0, 1 );
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}
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float ArrowGetAlpha( PlayerNumber pn, float fYPos, float fPercentFadeToFail )
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float ArrowGetAlpha( PlayerNumber pn, int iCol, float fYPos, float fPercentFadeToFail )
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{
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// fYPos /= GAMESTATE->m_CurrentPlayerOptions[pn].m_fScrollSpeed;
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float fPercentVisible = ArrowGetPercentVisible(pn,fYPos);
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float fPercentVisible = ArrowGetPercentVisible(pn,iCol,fYPos);
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if( fPercentFadeToFail != -1 )
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fPercentVisible = 1 - fPercentFadeToFail;
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@@ -263,10 +263,10 @@ float ArrowGetAlpha( PlayerNumber pn, float fYPos, float fPercentFadeToFail )
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return (fPercentVisible>0.5f) ? 1.0f : 0.0f;
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}
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float ArrowGetGlow( PlayerNumber pn, float fYPos, float fPercentFadeToFail )
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float ArrowGetGlow( PlayerNumber pn, int iCol, float fYPos, float fPercentFadeToFail )
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{
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// fYPos /= GAMESTATE->m_CurrentPlayerOptions[pn].m_fScrollSpeed;
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float fPercentVisible = ArrowGetPercentVisible(pn,fYPos);
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float fPercentVisible = ArrowGetPercentVisible(pn,iCol,fYPos);
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if( fPercentFadeToFail != -1 )
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fPercentVisible = 1 - fPercentFadeToFail;
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