pull out basic multiplier
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@@ -184,7 +184,7 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float
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{
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{
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float fSongBeat = GAMESTATE->m_fSongBeat;
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float fSongBeat = GAMESTATE->m_fSongBeat;
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float fBeatsUntilStep = fNoteBeat - fSongBeat;
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float fBeatsUntilStep = fNoteBeat - fSongBeat;
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float fYOffsetBeatSpacing = fBeatsUntilStep * ARROW_SPACING;
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float fYOffsetBeatSpacing = fBeatsUntilStep;
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fYOffset += fYOffsetBeatSpacing * (1-pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing);
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fYOffset += fYOffsetBeatSpacing * (1-pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing);
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}
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}
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@@ -195,10 +195,12 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float
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float fSecondsUntilStep = fNoteSeconds - fSongSeconds;
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float fSecondsUntilStep = fNoteSeconds - fSongSeconds;
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float fBPM = pPlayerState->m_PlayerOptions.GetCurrent().m_fScrollBPM;
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float fBPM = pPlayerState->m_PlayerOptions.GetCurrent().m_fScrollBPM;
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float fBPS = fBPM/60.f;
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float fBPS = fBPM/60.f;
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float fYOffsetTimeSpacing = fSecondsUntilStep * fBPS * ARROW_SPACING;
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float fYOffsetTimeSpacing = fSecondsUntilStep * fBPS;
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fYOffset += fYOffsetTimeSpacing * pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing;
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fYOffset += fYOffsetTimeSpacing * pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing;
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}
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}
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fYOffset *= ARROW_SPACING;
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// don't mess with the arrows after they've crossed 0
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// don't mess with the arrows after they've crossed 0
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if( fYOffset < 0 )
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if( fYOffset < 0 )
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return fYOffset * pPlayerState->m_PlayerOptions.GetCurrent().m_fScrollSpeed;
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return fYOffset * pPlayerState->m_PlayerOptions.GetCurrent().m_fScrollSpeed;
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