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
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+10
-12
@@ -937,10 +937,10 @@ void NoteDisplay::DrawHoldPart(vector<Sprite*> &vpSpr,
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{
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case NCSM_Disabled:
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// XXX: Actor rotations use degrees, Math uses radians. Convert here.
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ae_rot.y= ArrowEffects::GetRotationY(fYOffset) * PI_180;
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ae_rot.y= ArrowEffects::GetRotationY(m_pPlayerState, fYOffset) * PI_180;
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break;
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case NCSM_Offset:
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ae_rot.y= ArrowEffects::GetRotationY(fYOffset) * PI_180;
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ae_rot.y= ArrowEffects::GetRotationY(m_pPlayerState, fYOffset) * PI_180;
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column_args.rot_handler->EvalForBeat(column_args.song_beat, cur_beat, sp_rot);
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break;
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case NCSM_Position:
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@@ -1291,19 +1291,13 @@ void NoteDisplay::DrawActor(const TapNote& tn, Actor* pActor, NotePart part,
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switch(column_args.rot_handler->m_spline_mode)
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{
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case NCSM_Disabled:
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if(!bIsHoldCap)
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{
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ae_rot.x= ArrowEffects::GetRotationX(fYOffset);
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}
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ae_rot.y= ArrowEffects::GetRotationY(fYOffset);
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ae_rot.x= ArrowEffects::GetRotationX(m_pPlayerState, fYOffset, bIsHoldCap);
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ae_rot.y= ArrowEffects::GetRotationY(m_pPlayerState, fYOffset);
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ae_rot.z= ArrowEffects::GetRotationZ(m_pPlayerState, fBeat, bIsHoldHead);
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break;
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case NCSM_Offset:
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if(!bIsHoldCap)
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{
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ae_rot.x= ArrowEffects::GetRotationX(fYOffset);
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}
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ae_rot.y= ArrowEffects::GetRotationY(fYOffset);
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ae_rot.x= ArrowEffects::GetRotationX(m_pPlayerState, fYOffset, bIsHoldCap);
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ae_rot.y= ArrowEffects::GetRotationY(m_pPlayerState, fYOffset);
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ae_rot.z= ArrowEffects::GetRotationZ(m_pPlayerState, fBeat, bIsHoldHead);
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column_args.rot_handler->EvalForBeat(column_args.song_beat, spline_beat, sp_rot);
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break;
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@@ -1466,9 +1460,13 @@ void NoteColumnRenderer::UpdateReceptorGhostStuff(Actor* receptor) const
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{
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case NCSM_Disabled:
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ae_rot.z= ArrowEffects::ReceptorGetRotationZ(player_state);
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ae_rot.x= ArrowEffects::ReceptorGetRotationX(player_state);
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ae_rot.y= ArrowEffects::ReceptorGetRotationY(player_state);
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break;
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case NCSM_Offset:
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ae_rot.z= ArrowEffects::ReceptorGetRotationZ(player_state);
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ae_rot.x= ArrowEffects::ReceptorGetRotationX(player_state);
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ae_rot.y= ArrowEffects::ReceptorGetRotationY(player_state);
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NCR_current.m_rot_handler.EvalForReceptor(song_beat, sp_rot);
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break;
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case NCSM_Position:
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