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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@@ -66,7 +66,6 @@ int NoteDisplay::GetTapFrameNo( const float fNoteBeat )
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float fSongBeat = GAMESTATE->m_fSongBeat;
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float fPercentIntoMeasure = fmodf( fSongBeat, g_fTapAnimationLengthInBeats ) / g_fTapAnimationLengthInBeats;
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fPercentIntoMeasure += 1/(iNumFrames*2.f); // fudge factor so that the "full white" frame shows when the arrow overlaps the receptors
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int iSongBeatFrameContrib = (int)roundf( fPercentIntoMeasure * iNumFrames );
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float fBeatFraction = fmodf( fNoteBeat, 1.0f );
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@@ -92,10 +91,10 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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const bool bReverse = GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bReverseScroll;
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const int iCol = hn.m_iTrack;
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const float fStartYOffset = ArrowGetYOffset( m_PlayerNumber, hn.m_fStartBeat );
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const float fStartYPos = ArrowGetYPos( m_PlayerNumber, fStartYOffset );
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const float fEndYOffset = ArrowGetYOffset( m_PlayerNumber, hn.m_fEndBeat );
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const float fEndYPos = ArrowGetYPos( m_PlayerNumber, fEndYOffset );
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const float fStartYOffset = ArrowGetYOffset( m_PlayerNumber, hn.m_fStartBeat );
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const float fStartYPos = ArrowGetYPos( m_PlayerNumber, fStartYOffset );
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const float fEndYOffset = ArrowGetYOffset( m_PlayerNumber, hn.m_fEndBeat );
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const float fEndYPos = ArrowGetYPos( m_PlayerNumber, fEndYOffset );
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// draw from bottom to top
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const float fFrameWidth = m_sprHoldParts.GetUnzoomedWidth();
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@@ -315,12 +314,12 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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void NoteDisplay::DrawTap( const int iCol, const float fBeat, const bool bOnSameRowAsHoldStart, const float fPercentFadeToFail, const float fLife )
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{
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const float fYOffset = ArrowGetYOffset( m_PlayerNumber, fBeat );
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const float fYPos = ArrowGetYPos( m_PlayerNumber, fYOffset );
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const float fRotation = ArrowGetRotation( m_PlayerNumber, iCol, fYOffset );
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const float fXPos = ArrowGetXPos( m_PlayerNumber, iCol, fYPos );
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const float fAlpha = ArrowGetAlpha( m_PlayerNumber, fYPos, fPercentFadeToFail );
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const float fGlow = ArrowGetGlow( m_PlayerNumber, fYPos, fPercentFadeToFail );
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const float fYOffset = ArrowGetYOffset( m_PlayerNumber, fBeat );
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const float fYPos = ArrowGetYPos( m_PlayerNumber, fYOffset );
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const float fRotation = ArrowGetRotation( m_PlayerNumber, fBeat );
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const float fXPos = ArrowGetXPos( m_PlayerNumber, iCol, fYPos );
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const float fAlpha = ArrowGetAlpha( m_PlayerNumber, fYPos, fPercentFadeToFail );
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const float fGlow = ArrowGetGlow( m_PlayerNumber, fYPos, fPercentFadeToFail );
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const int iTapFrameNo = GetTapFrameNo( fBeat );
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const float fColorScale = SCALE(fLife,0,1,0.2f,1);
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RageColor diffuse = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
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