NOW Mini and Tiny are swapped properly.
This commit is contained in:
@@ -12,6 +12,8 @@ StepMania 5.0 ????????? | 20110???
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----------
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* [ScreenEdit] Restore dance-couple and pump-couple for editing purposes.
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Saving should still work, but this was never tested yet. [Wolfman2000]
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* [ScreenOptions] Mini is now ITG Mini, and Tiny is now Pump Pro Mini.
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This will prevent many prior courses from breaking. [sharksoda, Wolfman2000]
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2011/07/04
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@@ -200,8 +200,8 @@ DrunkOffsetFrequency=10
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DrunkArrowMagnitude=0.5
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BeatOffsetHeight=15
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BeatPIHeight=2
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MiniPercentBase=0.5
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MiniPercentGate=1
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TinyPercentBase=0.5
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TinyPercentGate=1
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DizzyHoldHeads=false
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QuantizeArrowYPosition=false
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@@ -2199,22 +2199,23 @@ Accel,5="mod,boomerang;name,Boomerang"
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# Accel,5="mod,expand;name,Expand"
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# Accel,6="mod,boomerang;name,Boomerang"
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Effect="14;selectmultiple"
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Effect="15;selectmultiple"
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EffectDefault="mod,no drunk,no dizzy,,no twirl,no roll,no confusion,no mini,no tiny,no flip,no invert,no tornado,no tipsy,no bumpy,no beat,no xmode"
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Effect,1="mod,drunk;name,Drunk"
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Effect,2="mod,dizzy;name,Dizzy"
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Effect,3="mod,twirl;name,Twirl"
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Effect,4="mod,roll;name,Roll"
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Effect,5="mod,confusion;name,Confusion"
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Effect,6="mod,tiny;name,Tiny"
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Effect,7="mod,-100% mini;name,Big"
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Effect,8="mod,flip;name,Flip"
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Effect,9="mod,invert;name,Invert"
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Effect,10="mod,tornado;name,Tornado"
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Effect,11="mod,tipsy;name,Tipsy"
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Effect,12="mod,bumpy;name,Bumpy"
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Effect,13="mod,beat;name,Beat"
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Effect,14="mod,45% xmode;name,XMode"
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Effect,6="mod,mini;name,Mini"
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Effect,7="mod,tiny;name,Tiny"
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Effect,8="mod,-100% mini;name,Big"
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Effect,9="mod,flip;name,Flip"
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Effect,10="mod,invert;name,Invert"
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Effect,11="mod,tornado;name,Tornado"
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Effect,12="mod,tipsy;name,Tipsy"
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Effect,13="mod,bumpy;name,Bumpy"
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Effect,14="mod,beat;name,Beat"
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Effect,15="mod,45% xmode;name,XMode"
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EffectsReceptor="selectmultiple"
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EffectsReceptorDefault=""
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+13
-13
@@ -56,8 +56,8 @@ static ThemeMetric<float> DRUNK_OFFSET_FREQUENCY( "ArrowEffects", "DrunkOffsetFr
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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<float> MINI_PERCENT_BASE( "ArrowEffects", "MiniPercentBase" );
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static ThemeMetric<float> MINI_PERCENT_GATE( "ArrowEffects", "MiniPercentGate" );
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static ThemeMetric<float> TINY_PERCENT_BASE( "ArrowEffects", "TinyPercentBase" );
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static ThemeMetric<float> TINY_PERCENT_GATE( "ArrowEffects", "TinyPercentGate" );
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static ThemeMetric<bool> DIZZY_HOLD_HEADS( "ArrowEffects", "DizzyHoldHeads" );
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float ArrowGetPercentVisible( const PlayerState* pPlayerState, float fYPosWithoutReverse );
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@@ -345,8 +345,8 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float
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static void ArrowGetReverseShiftAndScale( const PlayerState* pPlayerState, int iCol, float fYReverseOffsetPixels, float &fShiftOut, float &fScaleOut )
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{
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// XXX: Hack: we need to scale the reverse shift by the zoom.
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float fTinyPercent = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects[PlayerOptions::EFFECT_TINY];
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float fZoom = 1 - fTinyPercent*0.5f;
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float fMiniPercent = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects[PlayerOptions::EFFECT_MINI];
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float fZoom = 1 - fMiniPercent*0.5f;
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// don't divide by 0
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if( fabsf(fZoom) < 0.01 )
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@@ -489,12 +489,12 @@ float ArrowEffects::GetXPos( const PlayerState* pPlayerState, int iColNum, float
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fPixelOffsetFromCenter += pCols[iColNum].fXOffset;
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if( fEffects[PlayerOptions::EFFECT_MINI] != 0 )
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if( fEffects[PlayerOptions::EFFECT_TINY] != 0 )
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{
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// Allow Mini to pull tracks together, but not to push them apart.
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float fMiniPercent = fEffects[PlayerOptions::EFFECT_MINI];
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fMiniPercent = min( powf(MINI_PERCENT_BASE, fMiniPercent), (float)MINI_PERCENT_GATE );
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fPixelOffsetFromCenter *= fMiniPercent;
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float fTinyPercent = fEffects[PlayerOptions::EFFECT_TINY];
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fTinyPercent = min( powf(TINY_PERCENT_BASE, fTinyPercent), (float)TINY_PERCENT_GATE );
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fPixelOffsetFromCenter *= fTinyPercent;
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}
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return fPixelOffsetFromCenter;
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@@ -565,7 +565,7 @@ static float GetCenterLine( const PlayerState* pPlayerState )
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{
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/* Another mini hack: if EFFECT_MINI is on, then our center line is at
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* eg. 320, not 160. */
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const float fMiniPercent = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects[PlayerOptions::EFFECT_TINY];
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const float fMiniPercent = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects[PlayerOptions::EFFECT_MINI];
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const float fZoom = 1 - fMiniPercent*0.5f;
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return CENTER_LINE_Y / fZoom;
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}
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@@ -741,11 +741,11 @@ float ArrowEffects::GetZoom( const PlayerState* pPlayerState )
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(GAMESTATE->GetNumSidesJoined()==2 || GAMESTATE->AnyPlayersAreCpu()) )
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fZoom *= 0.6f;
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float fMiniPercent = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects[PlayerOptions::EFFECT_MINI];
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if( fMiniPercent != 0 )
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float fTinyPercent = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects[PlayerOptions::EFFECT_TINY];
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if( fTinyPercent != 0 )
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{
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fMiniPercent = powf( 0.5f, fMiniPercent );
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fZoom *= fMiniPercent;
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fTinyPercent = powf( 0.5f, fTinyPercent );
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fZoom *= fTinyPercent;
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}
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return fZoom;
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}
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+1
-1
@@ -817,7 +817,7 @@ void NoteField::DrawPrimitives()
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float fDrawScale = 1;
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fDrawScale *= 1 + 0.5f * fabsf( current_po.m_fPerspectiveTilt );
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fDrawScale *= 1 + fabsf( current_po.m_fEffects[PlayerOptions::EFFECT_TINY] );
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fDrawScale *= 1 + fabsf( current_po.m_fEffects[PlayerOptions::EFFECT_MINI] );
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iDrawDistanceAfterTargetsPixels = (int)(iDrawDistanceAfterTargetsPixels * fDrawScale);
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iDrawDistanceBeforeTargetsPixels = (int)(iDrawDistanceBeforeTargetsPixels * fDrawScale);
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+2
-2
@@ -867,7 +867,7 @@ void Player::Update( float fDeltaTime )
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Actor::TweenState::MakeWeightedAverage( m_pActorWithComboPosition->DestTweenState(), ts1, ts2, fPercentCentered );
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}
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float fNoteFieldZoom = 1 - fTinyPercent*0.5f;
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float fNoteFieldZoom = 1 - fMiniPercent*0.5f;
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if( m_pNoteField )
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m_pNoteField->SetZoom( fNoteFieldZoom );
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if( m_pActorWithJudgmentPosition != NULL )
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@@ -1488,7 +1488,7 @@ void Player::DrawPrimitives()
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float fTiltDegrees = SCALE(fTilt,-1.f,+1.f,+30,-30) * (bReverse?-1:1);
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float fZoom = SCALE( m_pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects[PlayerOptions::EFFECT_TINY], 0.f, 1.f, 1.f, 0.5f );
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float fZoom = SCALE( m_pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects[PlayerOptions::EFFECT_MINI], 0.f, 1.f, 1.f, 0.5f );
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if( fTilt > 0 )
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fZoom *= SCALE( fTilt, 0.f, 1.f, 1.f, 0.9f );
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else
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@@ -194,7 +194,7 @@ void ScreenJukebox::Init()
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PO_GROUP_CALL( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, Init );
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PO_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_fScrollSpeed, .25f );
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PO_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_fPerspectiveTilt, -1.0f );
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PO_GROUP_ASSIGN_N( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_fEffects, PlayerOptions::EFFECT_MINI, 1.0f );
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PO_GROUP_ASSIGN_N( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_fEffects, PlayerOptions::EFFECT_TINY, 1.0f );
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}
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SO_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_LifeType, SongOptions::LIFE_BATTERY );
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}
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