Add nITG's new Confusion modifiers (#1395)

* Implemented nITG's Confusion modifiers.

Modifiers added:
ConfusionOffset
ConfusionX
ConfusionXOffset
ConfusionY
ConfusionYOffset

* Documented new Confusion modifiers.

* Make ConfusionX mods apply to hold heads
This commit is contained in:
MrThatKid
2017-02-08 05:44:33 -08:00
committed by Colby Klein
parent 5e37aeaa90
commit 388d4ac8ea
7 changed files with 107 additions and 22 deletions
+57 -8
View File
@@ -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<PlayerState>::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<PlayerState>::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;
}