NEW FEATURE: Added 0.25x scroll speed
CHANGE: Reorganized options on Player Options screen NEW FEATURE: New modifier: Acceleration-Land NEW FEATURE: New modifier: Acceleration-Expand NEW FEATURE: New modifier: Acceleration-Boomerang CHANGE: Tweaked Acceleration-Wave for more of a challenge CHANGE: Changed format NoteSkin tap graphic format. Existing NoteSkins will need to update the tap graphic.
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+20
-17
@@ -39,28 +39,31 @@ void GrayArrow::Update( float fDeltaTime )
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Sprite::Update( fDeltaTime );
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/* These could be metrics or configurable. I'd prefer the flash to
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* start on the beat, I think ... -glenn */
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if( GAMESTATE->m_fMusicSeconds <= 0 ) // music isn't playing
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{
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SetState( 0 );
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}
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else
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{
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/* These could be metrics or configurable. I'd prefer the flash to
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* start on the beat, I think ... -glenn */
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/* Start flashing 10% of a beat before the beat starts. */
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const float flash_offset = -0.1f;
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/* Start flashing 10% of a beat before the beat starts. */
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const float flash_offset = -0.1f;
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/* Flash for 20% of a beat. */
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const float flash_length = 0.2f;
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/* Flash for 20% of a beat. */
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const float flash_length = 0.2f;
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float cur_beat = GAMESTATE->m_fSongBeat;
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float cur_beat = GAMESTATE->m_fSongBeat;
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/* Make sure that the first flash (when cur_beat is passing 0) is just as
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* long as others. */
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cur_beat += 1.0f;
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cur_beat -= flash_offset;
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/* Beats can start in very negative territory (many BMR songs, Drop Out
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* -Remix-). */
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cur_beat += 100.0f;
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float fPercentIntoBeat = fmodf(cur_beat, 1);
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int iNewState = (fPercentIntoBeat < flash_length)? 0:1;
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CLAMP( iNewState, 0, Sprite::GetNumStates() );
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SetState( iNewState );
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cur_beat -= flash_offset;
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float fPercentIntoBeat = fmodf(cur_beat, 1);
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SetState( (fPercentIntoBeat<flash_length)? 1 : 2 );
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}
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}
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void GrayArrow::Step()
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