Simplify logic in GetYOffset for arrows
No-op.
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@@ -256,16 +256,18 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float
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* entirely time spacing (respectively). Occasionally, we tween between them. */
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if( pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing != 1.0f )
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{
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float fBeatsUntilStep, fSpeedMultiplier;
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float bShowEffects = !GAMESTATE->m_bInStepEditor;
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float fBeatsUntilStep = fNoteBeat - fSongBeat;
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if( bShowEffects )
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if( !bShowEffects ) {
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fBeatsUntilStep = fNoteBeat - fSongBeat;
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fSpeedMultiplier = 1.0f;
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} else {
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fBeatsUntilStep = GetDisplayedBeat(pPlayerState, fNoteBeat) - GetDisplayedBeat(pPlayerState, fSongBeat);
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float fYOffsetBeatSpacing = fBeatsUntilStep;
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float fSpeedMultiplier = bShowEffects ?
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pCurSteps->GetTimingData()->GetDisplayedSpeedPercent(
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fSpeedMultiplier = pCurSteps->GetTimingData()->GetDisplayedSpeedPercent(
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position.m_fSongBeatVisible,
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position.m_fMusicSecondsVisible ) : 1.0f;
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fYOffset += fSpeedMultiplier * fYOffsetBeatSpacing * (1-pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing);
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position.m_fMusicSecondsVisible );
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}
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fYOffset += fSpeedMultiplier * fBeatsUntilStep * (1-pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing);
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}
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if( pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing != 0.0f )
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