Add scrolls: split and alternate
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@@ -141,7 +141,7 @@ void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, Combine
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m_NoteField.Load( (NoteData*)this, pn, iStartDrawingAtPixels, iStopDrawingAtPixels, GRAY_ARROWS_Y_REVERSE-GRAY_ARROWS_Y_STANDARD );
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m_ArrowBackdrop.SetPlayer( pn );
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const bool bReverse = GAMESTATE->m_PlayerOptions[pn].m_fReverseScroll == 1;
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const bool bReverse = GAMESTATE->m_PlayerOptions[pn].GetReversePercentForColumn(0) == 1;
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bool bPlayerUsingBothSides = GAMESTATE->GetCurrentStyleDef()->m_StyleType==StyleDef::ONE_PLAYER_TWO_CREDITS;
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m_Combo.SetX( COMBO_X(m_PlayerNumber,bPlayerUsingBothSides) );
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m_Combo.SetY( bReverse ? SCREEN_BOTTOM-COMBO_Y : SCREEN_TOP+COMBO_Y );
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@@ -183,7 +183,7 @@ void Player::Update( float fDeltaTime )
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//
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// Update Y positions
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//
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float fPercentReverse = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fReverseScroll;
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float fPercentReverse = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].GetReversePercentForColumn(0);
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float fHoldJudgeYPos = SCALE( fPercentReverse, 0.f, 1.f, HOLD_JUDGMENT_Y_STANDARD, HOLD_JUDGMENT_Y_REVERSE );
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float fGrayYPos = SCALE( fPercentReverse, 0.f, 1.f, GRAY_ARROWS_Y_STANDARD, GRAY_ARROWS_Y_REVERSE );
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int c;
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@@ -332,7 +332,7 @@ void Player::DrawPrimitives()
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m_Combo.Draw();
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float fTilt = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fPerspectiveTilt;
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bool bReverse = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fReverseScroll==1;
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bool bReverse = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].GetReversePercentForColumn(0)>0.5;
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float fReverseScale = bReverse ? -1.0f : 1.0f;
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if( fTilt != 0 )
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