push combo and judgment outward in centered
This commit is contained in:
@@ -2699,11 +2699,15 @@ JudgmentXOffsetOneSideP2=0
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JudgmentXOffsetBothSides=0
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JudgmentXOffsetBothSides=0
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JudgmentY=-30
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JudgmentY=-30
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JudgmentYReverse=30
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JudgmentYReverse=30
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JudgmentCenteredAddY=-20
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JudgmentCenteredAddYReverse=20
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ComboXOffsetOneSideP1=0
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ComboXOffsetOneSideP1=0
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ComboXOffsetOneSideP2=0
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ComboXOffsetOneSideP2=0
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ComboXOffsetBothSides=0
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ComboXOffsetBothSides=0
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ComboY=30
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ComboY=30
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ComboYReverse=-30
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ComboYReverse=-30
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ComboCenteredAddY=40
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ComboCenteredAddYReverse=-30
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ComboOnCommand=
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ComboOnCommand=
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AttackDisplayXOffsetOneSideP1=0
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AttackDisplayXOffsetOneSideP1=0
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AttackDisplayXOffsetOneSideP2=0
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AttackDisplayXOffsetOneSideP2=0
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@@ -99,9 +99,13 @@ void Player::Init(
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JUDGMENT_X.Load(sType,JUDGMENT_X_NAME,NUM_PLAYERS,2);
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JUDGMENT_X.Load(sType,JUDGMENT_X_NAME,NUM_PLAYERS,2);
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JUDGMENT_Y.Load(sType,"JudgmentY");
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JUDGMENT_Y.Load(sType,"JudgmentY");
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JUDGMENT_Y_REVERSE.Load(sType,"JudgmentYReverse");
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JUDGMENT_Y_REVERSE.Load(sType,"JudgmentYReverse");
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JUDGMENT_CENTERED_ADDY.Load(sType,"JudgmentCenteredAddY");
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JUDGMENT_CENTERED_ADDY_REVERSE.Load(sType,"JudgmentCenteredAddYReverse");
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COMBO_X.Load(sType,COMBO_X_NAME,NUM_PLAYERS,2);
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COMBO_X.Load(sType,COMBO_X_NAME,NUM_PLAYERS,2);
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COMBO_Y.Load(sType,"ComboY");
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COMBO_Y.Load(sType,"ComboY");
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COMBO_Y_REVERSE.Load(sType,"ComboYReverse");
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COMBO_Y_REVERSE.Load(sType,"ComboYReverse");
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COMBO_CENTERED_ADDY.Load(sType,"ComboCenteredAddY");
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COMBO_CENTERED_ADDY_REVERSE.Load(sType,"ComboCenteredAddYReverse");
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ATTACK_DISPLAY_X.Load(sType,ATTACK_DISPLAY_X_NAME,NUM_PLAYERS,2);
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ATTACK_DISPLAY_X.Load(sType,ATTACK_DISPLAY_X_NAME,NUM_PLAYERS,2);
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ATTACK_DISPLAY_Y.Load(sType,"AttackDisplayY");
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ATTACK_DISPLAY_Y.Load(sType,"AttackDisplayY");
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ATTACK_DISPLAY_Y_REVERSE.Load(sType,"AttackDisplayYReverse");
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ATTACK_DISPLAY_Y_REVERSE.Load(sType,"AttackDisplayYReverse");
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@@ -244,9 +248,9 @@ void Player::Load( const NoteData& noteData )
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m_Combo.SetX( COMBO_X.GetValue(pn,bPlayerUsingBothSides) );
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m_Combo.SetX( COMBO_X.GetValue(pn,bPlayerUsingBothSides) );
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m_Combo.SetY( bReverse ? COMBO_Y_REVERSE : COMBO_Y );
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m_Combo.SetY( bReverse ? COMBO_Y_REVERSE : COMBO_Y );
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m_AttackDisplay.SetX( ATTACK_DISPLAY_X.GetValue(pn,bPlayerUsingBothSides) - 40 );
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m_AttackDisplay.SetX( ATTACK_DISPLAY_X.GetValue(pn,bPlayerUsingBothSides) - 40 );
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m_AttackDisplay.SetY( bReverse ? ATTACK_DISPLAY_Y_REVERSE : ATTACK_DISPLAY_Y );
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// set this in Update //m_AttackDisplay.SetY( bReverse ? ATTACK_DISPLAY_Y_REVERSE : ATTACK_DISPLAY_Y );
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m_Judgment.SetX( JUDGMENT_X.GetValue(pn,bPlayerUsingBothSides) );
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m_Judgment.SetX( JUDGMENT_X.GetValue(pn,bPlayerUsingBothSides) );
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m_Judgment.SetY( bReverse ? JUDGMENT_Y_REVERSE : JUDGMENT_Y );
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// set this in Update //m_Judgment.SetY( bReverse ? JUDGMENT_Y_REVERSE : JUDGMENT_Y );
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// Need to set Y positions of all these elements in Update since
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// Need to set Y positions of all these elements in Update since
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// they change depending on PlayerOptions.
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// they change depending on PlayerOptions.
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@@ -319,6 +323,18 @@ void Player::Update( float fDeltaTime )
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//if( m_pNoteField )
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//if( m_pNoteField )
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// m_pNoteField->SetY( fGrayYPos );
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// m_pNoteField->SetY( fGrayYPos );
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const bool bReverse = m_pPlayerState->m_PlayerOptions.GetReversePercentForColumn(0) == 1;
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float fPercentCentered = m_pPlayerState->m_CurrentPlayerOptions.m_fScrolls[PlayerOptions::SCROLL_CENTERED];
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m_Combo.SetY(
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bReverse ?
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COMBO_Y_REVERSE + fPercentCentered * COMBO_CENTERED_ADDY_REVERSE :
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COMBO_Y + fPercentCentered * COMBO_CENTERED_ADDY );
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m_Judgment.SetY(
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bReverse ?
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JUDGMENT_Y_REVERSE + fPercentCentered * JUDGMENT_CENTERED_ADDY_REVERSE :
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JUDGMENT_Y + fPercentCentered * JUDGMENT_CENTERED_ADDY );
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float fMiniPercent = m_pPlayerState->m_CurrentPlayerOptions.m_fEffects[PlayerOptions::EFFECT_MINI];
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float fMiniPercent = m_pPlayerState->m_CurrentPlayerOptions.m_fEffects[PlayerOptions::EFFECT_MINI];
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float fNoteFieldZoom = 1 - fMiniPercent*0.5f;
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float fNoteFieldZoom = 1 - fMiniPercent*0.5f;
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float fJudgmentZoom = 1 - fMiniPercent*0.25f;
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float fJudgmentZoom = 1 - fMiniPercent*0.25f;
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@@ -113,9 +113,13 @@ protected:
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ThemeMetric2D<float> JUDGMENT_X;
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ThemeMetric2D<float> JUDGMENT_X;
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ThemeMetric<float> JUDGMENT_Y;
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ThemeMetric<float> JUDGMENT_Y;
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ThemeMetric<float> JUDGMENT_Y_REVERSE;
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ThemeMetric<float> JUDGMENT_Y_REVERSE;
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ThemeMetric<float> JUDGMENT_CENTERED_ADDY;
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ThemeMetric<float> JUDGMENT_CENTERED_ADDY_REVERSE;
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ThemeMetric2D<float> COMBO_X;
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ThemeMetric2D<float> COMBO_X;
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ThemeMetric<float> COMBO_Y;
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ThemeMetric<float> COMBO_Y;
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ThemeMetric<float> COMBO_Y_REVERSE;
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ThemeMetric<float> COMBO_Y_REVERSE;
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ThemeMetric<float> COMBO_CENTERED_ADDY;
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ThemeMetric<float> COMBO_CENTERED_ADDY_REVERSE;
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ThemeMetric2D<float> ATTACK_DISPLAY_X;
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ThemeMetric2D<float> ATTACK_DISPLAY_X;
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ThemeMetric<float> ATTACK_DISPLAY_Y;
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ThemeMetric<float> ATTACK_DISPLAY_Y;
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ThemeMetric<float> ATTACK_DISPLAY_Y_REVERSE;
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ThemeMetric<float> ATTACK_DISPLAY_Y_REVERSE;
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@@ -239,8 +239,7 @@ void PlayerOptions::FromString( CString sOptions )
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}
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}
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sBit = asParts[asParts.size()-1];
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sBit = asParts[asParts.size()-1];
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#define SET_FLOAT( opt ) \
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#define SET_FLOAT( opt ) { m_ ## opt = level; m_Speed ## opt = speed; }
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{ m_ ## opt = level; m_Speed ## opt = speed; }
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const bool on = (level > 0.5f);
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const bool on = (level > 0.5f);
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if( sBit == "clearall" ) Init();
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if( sBit == "clearall" ) Init();
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else if( sBit == "boost" ) SET_FLOAT( fAccels[ACCEL_BOOST] )
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else if( sBit == "boost" ) SET_FLOAT( fAccels[ACCEL_BOOST] )
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