Various bug fixes. See changelog.
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@@ -14,6 +14,7 @@
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#include "ColorNote.h"
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#include "GameConstantsAndTypes.h"
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#include "GameManager.h"
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#include "GameState.h"
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float ArrowGetYOffset( const PlayerOptions& po, float fStepIndex, float fSongBeat )
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@@ -34,8 +35,7 @@ float ArrowGetYOffset( const PlayerOptions& po, float fStepIndex, float fSongBea
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float ArrowGetXPos( const PlayerOptions& po, int iColNum, float fYOffset, float fSongBeat )
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{
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float fColOffsetFromCenter = iColNum - (GAMEMAN->GetCurrentStyleDef()->m_iColsPerPlayer-1)/2.0f;
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float fPixelOffsetFromCenter = fColOffsetFromCenter * ARROW_SIZE;
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float fPixelOffsetFromCenter = GAMESTATE->GetCurrentStyleDef()->m_ColumnInfo[PLAYER_1][iColNum].fXOffset;
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// BUG OR FEATURE??? THIS IS WHERE THE REAL COLUMN PLACEMENT HAPPENS!!!
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// GAMEMANAGER SITS AROUND ON ITS ASS DOING NOTHING
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@@ -44,22 +44,27 @@ float ArrowGetXPos( const PlayerOptions& po, int iColNum, float fYOffset, float
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// can possibly change my arrow placements, Ez2dancer column setups will be here until
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// somebody makes some other system. In the meantime, if it works, i'm using it.
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if ( GAMEMAN->m_CurGame == GAME_EZ2 )
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// Chris:
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// It's working now, so I'm commenting out your placement code below.
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/*
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if ( GAMESTATE->m_CurGame == GAME_EZ2 )
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{
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fPixelOffsetFromCenter = fColOffsetFromCenter * ARROW_SIZE / 1.3f;
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if ( GAMEMAN->m_CurStyle == STYLE_EZ2_REAL || GAMEMAN->m_CurStyle == STYLE_EZ2_REAL_VERSUS ) // real gets MEGA squashed
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if ( GAEMSTATE->m_CurStyle == STYLE_EZ2_REAL || GAEMSTATE->m_CurStyle == STYLE_EZ2_REAL_VERSUS ) // real gets MEGA squashed
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{
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fPixelOffsetFromCenter = fColOffsetFromCenter * ARROW_SIZE / 1.6f;
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}
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else if ( GAMEMAN->m_CurStyle == STYLE_EZ2_DOUBLE && GAMEMAN->m_sMasterPlayerNumber == PLAYER_1)
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else if ( GAEMSTATE->m_CurStyle == STYLE_EZ2_DOUBLE && GAEMSTATE->m_sMasterPlayerNumber == PLAYER_1)
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{
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fPixelOffsetFromCenter = (fColOffsetFromCenter + 2.9f) * ARROW_SIZE / 1.3f;
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}
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else if ( GAMEMAN->m_CurStyle == STYLE_EZ2_DOUBLE && GAMEMAN->m_sMasterPlayerNumber == PLAYER_2)
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else if ( GAEMSTATE->m_CurStyle == STYLE_EZ2_DOUBLE && GAEMSTATE->m_sMasterPlayerNumber == PLAYER_2)
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{
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fPixelOffsetFromCenter = (fColOffsetFromCenter - 3.1f) * ARROW_SIZE / 1.3f;
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}
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}
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*/
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switch( po.m_EffectType )
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{
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