diff --git a/Docs/Luadoc/Lua.xml b/Docs/Luadoc/Lua.xml
index 67e9c68c6c..e833ab7e51 100644
--- a/Docs/Luadoc/Lua.xml
+++ b/Docs/Luadoc/Lua.xml
@@ -1125,6 +1125,11 @@
+
+
+
+
+
diff --git a/Docs/Luadoc/LuaDocumentation.xml b/Docs/Luadoc/LuaDocumentation.xml
index c203e47a07..04a394ac5a 100644
--- a/Docs/Luadoc/LuaDocumentation.xml
+++ b/Docs/Luadoc/LuaDocumentation.xml
@@ -3447,6 +3447,11 @@ save yourself some time, copy this for undocumented things:
If the optional second argument is passed, sets the speed at which the transition occurs.
+
+
+
+
+
diff --git a/src/ArrowEffects.cpp b/src/ArrowEffects.cpp
index 78cd3e3859..e5170e0576 100644
--- a/src/ArrowEffects.cpp
+++ b/src/ArrowEffects.cpp
@@ -569,24 +569,28 @@ float ArrowEffects::GetXPos( const PlayerState* pPlayerState, int iColNum, float
return fPixelOffsetFromCenter;
}
-float ArrowEffects::GetRotationX(float fYOffset)
+float ArrowEffects::GetRotationX(const PlayerState* pPlayerState, float fYOffset, bool bIsHoldCap)
{
const float* fEffects = curr_options->m_fEffects;
float fRotation = 0;
- if( fEffects[PlayerOptions::EFFECT_ROLL] != 0 )
+ if( fEffects[PlayerOptions::EFFECT_CONFUSION_X] != 0 || fEffects[PlayerOptions::EFFECT_CONFUSION_X_OFFSET] != 0 )
+ fRotation += ReceptorGetRotationX( pPlayerState );
+ if( fEffects[PlayerOptions::EFFECT_ROLL] != 0 && !bIsHoldCap )
{
- fRotation = fEffects[PlayerOptions::EFFECT_ROLL] * fYOffset/2;
+ fRotation += fEffects[PlayerOptions::EFFECT_ROLL] * fYOffset/2;
}
return fRotation;
}
-float ArrowEffects::GetRotationY(float fYOffset)
+float ArrowEffects::GetRotationY(const PlayerState* pPlayerState, float fYOffset)
{
const float* fEffects = curr_options->m_fEffects;
float fRotation = 0;
+ if( fEffects[PlayerOptions::EFFECT_CONFUSION_Y] != 0 || fEffects[PlayerOptions::EFFECT_CONFUSION_Y_OFFSET] != 0 )
+ fRotation += ReceptorGetRotationY( pPlayerState );
if( fEffects[PlayerOptions::EFFECT_TWIRL] != 0 )
{
- fRotation = fEffects[PlayerOptions::EFFECT_TWIRL] * fYOffset/2;
+ fRotation += fEffects[PlayerOptions::EFFECT_TWIRL] * fYOffset/2;
}
return fRotation;
}
@@ -595,7 +599,7 @@ float ArrowEffects::GetRotationZ( const PlayerState* pPlayerState, float fNoteBe
{
const float* fEffects = curr_options->m_fEffects;
float fRotation = 0;
- if( fEffects[PlayerOptions::EFFECT_CONFUSION] != 0 )
+ if( fEffects[PlayerOptions::EFFECT_CONFUSION] != 0 || fEffects[PlayerOptions::EFFECT_CONFUSION_OFFSET] != 0 )
fRotation += ReceptorGetRotationZ( pPlayerState );
// As usual, enable dizzy hold heads at your own risk. -Wolfman2000
@@ -616,6 +620,9 @@ float ArrowEffects::ReceptorGetRotationZ( const PlayerState* pPlayerState )
const float* fEffects = curr_options->m_fEffects;
float fRotation = 0;
+ if( fEffects[PlayerOptions::EFFECT_CONFUSION_OFFSET] != 0 )
+ fRotation += fEffects[PlayerOptions::EFFECT_CONFUSION_OFFSET] * 180.0f/PI;
+
if( fEffects[PlayerOptions::EFFECT_CONFUSION] != 0 )
{
float fConfRotation = pPlayerState->m_Position.m_fSongBeatVisible;
@@ -624,6 +631,47 @@ float ArrowEffects::ReceptorGetRotationZ( const PlayerState* pPlayerState )
fConfRotation *= -180/PI;
fRotation += fConfRotation;
}
+
+ return fRotation;
+}
+
+float ArrowEffects::ReceptorGetRotationX( const PlayerState* pPlayerState )
+{
+ const float* fEffects = curr_options->m_fEffects;
+ float fRotation = 0;
+
+ if( fEffects[PlayerOptions::EFFECT_CONFUSION_X_OFFSET] != 0 )
+ fRotation += fEffects[PlayerOptions::EFFECT_CONFUSION_X_OFFSET] * 180.0f/PI;
+
+ if( fEffects[PlayerOptions::EFFECT_CONFUSION_X] != 0 )
+ {
+ float fConfRotation = pPlayerState->m_Position.m_fSongBeatVisible;
+ fConfRotation *= fEffects[PlayerOptions::EFFECT_CONFUSION_X];
+ fConfRotation = fmodf( fConfRotation, 2*PI );
+ fConfRotation *= -180/PI;
+ fRotation += fConfRotation;
+ }
+
+ return fRotation;
+}
+
+float ArrowEffects::ReceptorGetRotationY( const PlayerState* pPlayerState )
+{
+ const float* fEffects = curr_options->m_fEffects;
+ float fRotation = 0;
+
+ if( fEffects[PlayerOptions::EFFECT_CONFUSION_Y_OFFSET] != 0 )
+ fRotation += fEffects[PlayerOptions::EFFECT_CONFUSION_Y_OFFSET] * 180.0f/PI;
+
+ if( fEffects[PlayerOptions::EFFECT_CONFUSION_Y] != 0 )
+ {
+ float fConfRotation = pPlayerState->m_Position.m_fSongBeatVisible;
+ fConfRotation *= fEffects[PlayerOptions::EFFECT_CONFUSION_Y];
+ fConfRotation = fmodf( fConfRotation, 2*PI );
+ fConfRotation *= -180/PI;
+ fRotation += fConfRotation;
+ }
+
return fRotation;
}
@@ -933,7 +981,8 @@ namespace
{
PlayerState *ps = Luna::check( L, 1 );
ArrowEffects::SetCurrentOptions(&ps->m_PlayerOptions.GetCurrent());
- lua_pushnumber(L, ArrowEffects::GetRotationX(FArg(2)));
+ bool bIsHoldCap = false;
+ lua_pushnumber(L, ArrowEffects::GetRotationX(ps,FArg(2), bIsHoldCap));
return 1;
}
@@ -942,7 +991,7 @@ namespace
{
PlayerState *ps = Luna::check( L, 1 );
ArrowEffects::SetCurrentOptions(&ps->m_PlayerOptions.GetCurrent());
- lua_pushnumber(L, ArrowEffects::GetRotationY(FArg(2)));
+ lua_pushnumber(L, ArrowEffects::GetRotationY(ps,FArg(2)));
return 1;
}
diff --git a/src/ArrowEffects.h b/src/ArrowEffects.h
index 811f2d11fe..9568f19846 100644
--- a/src/ArrowEffects.h
+++ b/src/ArrowEffects.h
@@ -57,8 +57,11 @@ public:
// Due to the handling logic for holds on Twirl, we need to use an offset instead.
// It's more intuitive for Roll to be based off offset, so use an offset there too.
- static float GetRotationX(float fYOffset);
- static float GetRotationY(float fYOffset);
+ static float GetRotationX(const PlayerState* pPlayerState, float fYOffset, bool bIsHoldCap);
+ static float GetRotationY(const PlayerState* pPlayerState, float fYOffset);
+
+ static float ReceptorGetRotationX( const PlayerState* pPlayerState);
+ static float ReceptorGetRotationY( const PlayerState* pPlayerState);
// fXPos is a horizontal position in pixels relative to the center of the field.
// This depends on the column of the arrow and possibly the Arrow effect and
diff --git a/src/NoteDisplay.cpp b/src/NoteDisplay.cpp
index ddfde55e93..7f97a7484d 100644
--- a/src/NoteDisplay.cpp
+++ b/src/NoteDisplay.cpp
@@ -937,10 +937,10 @@ void NoteDisplay::DrawHoldPart(vector &vpSpr,
{
case NCSM_Disabled:
// XXX: Actor rotations use degrees, Math uses radians. Convert here.
- ae_rot.y= ArrowEffects::GetRotationY(fYOffset) * PI_180;
+ ae_rot.y= ArrowEffects::GetRotationY(m_pPlayerState, fYOffset) * PI_180;
break;
case NCSM_Offset:
- ae_rot.y= ArrowEffects::GetRotationY(fYOffset) * PI_180;
+ ae_rot.y= ArrowEffects::GetRotationY(m_pPlayerState, fYOffset) * PI_180;
column_args.rot_handler->EvalForBeat(column_args.song_beat, cur_beat, sp_rot);
break;
case NCSM_Position:
@@ -1291,19 +1291,13 @@ void NoteDisplay::DrawActor(const TapNote& tn, Actor* pActor, NotePart part,
switch(column_args.rot_handler->m_spline_mode)
{
case NCSM_Disabled:
- if(!bIsHoldCap)
- {
- ae_rot.x= ArrowEffects::GetRotationX(fYOffset);
- }
- ae_rot.y= ArrowEffects::GetRotationY(fYOffset);
+ ae_rot.x= ArrowEffects::GetRotationX(m_pPlayerState, fYOffset, bIsHoldCap);
+ ae_rot.y= ArrowEffects::GetRotationY(m_pPlayerState, fYOffset);
ae_rot.z= ArrowEffects::GetRotationZ(m_pPlayerState, fBeat, bIsHoldHead);
break;
case NCSM_Offset:
- if(!bIsHoldCap)
- {
- ae_rot.x= ArrowEffects::GetRotationX(fYOffset);
- }
- ae_rot.y= ArrowEffects::GetRotationY(fYOffset);
+ ae_rot.x= ArrowEffects::GetRotationX(m_pPlayerState, fYOffset, bIsHoldCap);
+ ae_rot.y= ArrowEffects::GetRotationY(m_pPlayerState, fYOffset);
ae_rot.z= ArrowEffects::GetRotationZ(m_pPlayerState, fBeat, bIsHoldHead);
column_args.rot_handler->EvalForBeat(column_args.song_beat, spline_beat, sp_rot);
break;
@@ -1466,9 +1460,13 @@ void NoteColumnRenderer::UpdateReceptorGhostStuff(Actor* receptor) const
{
case NCSM_Disabled:
ae_rot.z= ArrowEffects::ReceptorGetRotationZ(player_state);
+ ae_rot.x= ArrowEffects::ReceptorGetRotationX(player_state);
+ ae_rot.y= ArrowEffects::ReceptorGetRotationY(player_state);
break;
case NCSM_Offset:
ae_rot.z= ArrowEffects::ReceptorGetRotationZ(player_state);
+ ae_rot.x= ArrowEffects::ReceptorGetRotationX(player_state);
+ ae_rot.y= ArrowEffects::ReceptorGetRotationY(player_state);
NCR_current.m_rot_handler.EvalForReceptor(song_beat, sp_rot);
break;
case NCSM_Position:
diff --git a/src/PlayerOptions.cpp b/src/PlayerOptions.cpp
index 1195b3fb06..35bc19e8f6 100644
--- a/src/PlayerOptions.cpp
+++ b/src/PlayerOptions.cpp
@@ -210,6 +210,11 @@ void PlayerOptions::GetMods( vector &AddTo, bool bForceNoteSkin ) const
AddPart( AddTo, m_fEffects[EFFECT_DRUNK], "Drunk" );
AddPart( AddTo, m_fEffects[EFFECT_DIZZY], "Dizzy" );
AddPart( AddTo, m_fEffects[EFFECT_CONFUSION], "Confusion" );
+ AddPart( AddTo, m_fEffects[EFFECT_CONFUSION_OFFSET], "ConfusionOffset" );
+ AddPart( AddTo, m_fEffects[EFFECT_CONFUSION_X], "ConfusionX" );
+ AddPart( AddTo, m_fEffects[EFFECT_CONFUSION_X_OFFSET], "ConfusionXOffset" );
+ AddPart( AddTo, m_fEffects[EFFECT_CONFUSION_Y], "ConfusionY" );
+ AddPart( AddTo, m_fEffects[EFFECT_CONFUSION_Y_OFFSET], "ConfusionYOffset" );
AddPart( AddTo, m_fEffects[EFFECT_MINI], "Mini" );
AddPart( AddTo, m_fEffects[EFFECT_TINY], "Tiny" );
AddPart( AddTo, m_fEffects[EFFECT_FLIP], "Flip" );
@@ -464,6 +469,11 @@ bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut
else if( sBit == "drunk" ) SET_FLOAT( fEffects[EFFECT_DRUNK] )
else if( sBit == "dizzy" ) SET_FLOAT( fEffects[EFFECT_DIZZY] )
else if( sBit == "confusion" ) SET_FLOAT( fEffects[EFFECT_CONFUSION] )
+ else if( sBit == "confusionoffset" ) SET_FLOAT( fEffects[EFFECT_CONFUSION_OFFSET] )
+ else if( sBit == "confusionx" ) SET_FLOAT( fEffects[EFFECT_CONFUSION_X] )
+ else if( sBit == "confusionxoffset" ) SET_FLOAT( fEffects[EFFECT_CONFUSION_X_OFFSET] )
+ else if( sBit == "confusiony" ) SET_FLOAT( fEffects[EFFECT_CONFUSION_Y] )
+ else if( sBit == "confusionyoffset" ) SET_FLOAT( fEffects[EFFECT_CONFUSION_Y_OFFSET] )
else if( sBit == "mini" ) SET_FLOAT( fEffects[EFFECT_MINI] )
else if( sBit == "tiny" ) SET_FLOAT( fEffects[EFFECT_TINY] )
else if( sBit == "flip" ) SET_FLOAT( fEffects[EFFECT_FLIP] )
@@ -1096,6 +1106,11 @@ public:
FLOAT_INTERFACE(Drunk, Effects[PlayerOptions::EFFECT_DRUNK], true);
FLOAT_INTERFACE(Dizzy, Effects[PlayerOptions::EFFECT_DIZZY], true);
FLOAT_INTERFACE(Confusion, Effects[PlayerOptions::EFFECT_CONFUSION], true);
+ FLOAT_INTERFACE(ConfusionOffset, Effects[PlayerOptions::EFFECT_CONFUSION_OFFSET], true);
+ FLOAT_INTERFACE(ConfusionX, Effects[PlayerOptions::EFFECT_CONFUSION_X], true);
+ FLOAT_INTERFACE(ConfusionXOffset, Effects[PlayerOptions::EFFECT_CONFUSION_X_OFFSET], true);
+ FLOAT_INTERFACE(ConfusionY, Effects[PlayerOptions::EFFECT_CONFUSION_Y], true);
+ FLOAT_INTERFACE(ConfusionYOffset, Effects[PlayerOptions::EFFECT_CONFUSION_Y_OFFSET], true);
FLOAT_INTERFACE(Mini, Effects[PlayerOptions::EFFECT_MINI], true);
FLOAT_INTERFACE(Tiny, Effects[PlayerOptions::EFFECT_TINY], true);
FLOAT_INTERFACE(Flip, Effects[PlayerOptions::EFFECT_FLIP], true);
@@ -1482,6 +1497,11 @@ public:
ADD_METHOD(Drunk);
ADD_METHOD(Dizzy);
ADD_METHOD(Confusion);
+ ADD_METHOD(ConfusionOffset);
+ ADD_METHOD(ConfusionX);
+ ADD_METHOD(ConfusionXOffset);
+ ADD_METHOD(ConfusionY);
+ ADD_METHOD(ConfusionYOffset);
ADD_METHOD(Mini);
ADD_METHOD(Tiny);
ADD_METHOD(Flip);
diff --git a/src/PlayerOptions.h b/src/PlayerOptions.h
index e903f8c416..cd5ff88615 100644
--- a/src/PlayerOptions.h
+++ b/src/PlayerOptions.h
@@ -111,6 +111,11 @@ public:
EFFECT_DRUNK,
EFFECT_DIZZY,
EFFECT_CONFUSION,
+ EFFECT_CONFUSION_OFFSET,
+ EFFECT_CONFUSION_X,
+ EFFECT_CONFUSION_X_OFFSET,
+ EFFECT_CONFUSION_Y,
+ EFFECT_CONFUSION_Y_OFFSET,
EFFECT_MINI,
EFFECT_TINY,
EFFECT_FLIP,