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@@ -406,15 +406,51 @@ float ArrowEffects::GetXOffset( const PlayerState* pPlayerState, float fMidiNote
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float ArrowEffects::GetRotation( const PlayerState* pPlayerState, float fNoteBeat )
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{
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if( pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects[PlayerOptions::EFFECT_DIZZY] != 0 )
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const float* fEffects = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects;
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// Dizzy
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if( fEffects[PlayerOptions::EFFECT_DIZZY] != 0 && fEffects[PlayerOptions::EFFECT_CONFUSION] == 0 )
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{
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const float fSongBeat = GAMESTATE->m_fSongBeatVisible;
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float fDizzyRotation = fNoteBeat - fSongBeat;
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fDizzyRotation *= pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects[PlayerOptions::EFFECT_DIZZY];
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fDizzyRotation *= fEffects[PlayerOptions::EFFECT_DIZZY];
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fDizzyRotation = fmodf( fDizzyRotation, 2*PI );
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fDizzyRotation *= 180/PI;
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return fDizzyRotation;
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}
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// Confusion
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else if( fEffects[PlayerOptions::EFFECT_DIZZY] == 0 && fEffects[PlayerOptions::EFFECT_CONFUSION] != 0 )
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{
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float fConfRotation = ReceptorGetRotation( pPlayerState );
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fConfRotation *= fEffects[PlayerOptions::EFFECT_DIZZY];
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return fConfRotation;
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}
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// Dizzy + Confusion
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if( fEffects[PlayerOptions::EFFECT_DIZZY] != 0 && fEffects[PlayerOptions::EFFECT_CONFUSION] != 0 )
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{
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float fRotation = ReceptorGetRotation( pPlayerState );
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float fDizzy = fEffects[PlayerOptions::EFFECT_DIZZY];
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float fConf = fEffects[PlayerOptions::EFFECT_CONFUSION];
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fRotation *= (fDizzy + fConf );
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return fRotation;
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}
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else
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return 0;
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}
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float ArrowEffects::ReceptorGetRotation( const PlayerState* pPlayerState )
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{
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const float* fEffects = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects;
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// Confusion
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if( fEffects[PlayerOptions::EFFECT_DIZZY] == 0 && fEffects[PlayerOptions::EFFECT_CONFUSION] != 0 )
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{
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const float fSongBeat = GAMESTATE->m_fSongBeatVisible;
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float fConfRotation = fNoteBeat - fSongBeat;
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fConfRotation *= fEffects[PlayerOptions::EFFECT_CONFUSION];
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fConfRotation = fmodf( fDizzyRotation, 2*PI );
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fConfRotation *= -180/PI;
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return fConfRotation;
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}
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else
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return 0;
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}
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