header2 -> Common title
Created new PlayerOption group: Perspective Added pref: DefaultModifiers Land -> Brake
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+10
-21
@@ -127,18 +127,6 @@ void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, ScoreDi
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int iStartDrawingAtPixels = GAMESTATE->m_bEditing ? -100 : START_DRAWING_AT_PIXELS;
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int iStopDrawingAtPixels = GAMESTATE->m_bEditing ? 400 : STOP_DRAWING_AT_PIXELS;
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// If both options are on, we *do* need to multiply it twice.
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if( GAMESTATE->m_PlayerOptions[pn].m_fEffects[PlayerOptions::EFFECT_MINI]==1 )
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{
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iStartDrawingAtPixels *= 2;
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iStopDrawingAtPixels *= 2;
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}
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if( GAMESTATE->m_PlayerOptions[pn].m_fEffects[PlayerOptions::EFFECT_SPACE]==1 )
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{
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iStartDrawingAtPixels *= 2;
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iStopDrawingAtPixels *= 2;
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}
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m_NoteField.Load( (NoteData*)this, pn, iStartDrawingAtPixels, iStopDrawingAtPixels );
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m_GrayArrowRow.Load( pn );
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@@ -269,20 +257,21 @@ void Player::DrawPrimitives()
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{
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m_Combo.Draw(); // draw this below everything else
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if( GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fEffects[PlayerOptions::EFFECT_SPACE] == 1 )
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float fTilt = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fPerspectiveTilt;
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bool bReverse = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fReverseScroll==1;
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float fReverseScale = bReverse ? -1 : 1;
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if( fTilt != 0 )
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{
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DISPLAY->PushMatrix();
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DISPLAY->EnterPerspective(45, false);
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// construct view and project matrix
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RageVector3 Eye, At, Up( 0.0f, 1.0f, 0.0f );
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if( GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fReverseScroll==1 ) {
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Eye = RageVector3( CENTER_X, -300.0f, 400.0f );
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At = RageVector3( CENTER_X, 100.0f, 0.0f );
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} else {
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Eye = RageVector3( CENTER_X, 800, 400 );
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At = RageVector3( CENTER_X, 400, 0.0f );
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}
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Eye = RageVector3( CENTER_X, CENTER_Y+SCALE(fTilt*fReverseScale,-1,1,-350,350), 500 );
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// give a push the receptors toward the edge of the screen so they aren't so far in the middle
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float fYOffset = SCALE(fTilt,-1,+1,10*fReverseScale,60*fReverseScale);
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At = RageVector3( CENTER_X, CENTER_Y+fYOffset, 0 );
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DISPLAY->LookAt(Eye, At, Up);
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}
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@@ -293,7 +282,7 @@ void Player::DrawPrimitives()
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m_NoteField.Draw();
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m_GhostArrowRow.Draw();
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if( GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fEffects[PlayerOptions::EFFECT_SPACE]==1 )
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if( GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fPerspectiveTilt != 0 )
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{
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DISPLAY->ExitPerspective();
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DISPLAY->PopMatrix();
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