Most PlayerOptions now represented by floats
Appearance PlayerOptions are now not mutually exclusive Accel PlayerOptions are now not mutually exclusive Most PlayerOptions linearly interpolate if changed during song
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@@ -107,7 +107,7 @@ void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, ScoreDi
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if( !GAMESTATE->m_PlayerOptions[pn].m_bHoldNotes )
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NoteDataUtil::RemoveHoldNotes(*this);
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switch( GAMESTATE->m_PlayerOptions[pn].m_TurnType )
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switch( GAMESTATE->m_PlayerOptions[pn].m_Turn )
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{
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case PlayerOptions::TURN_NONE: break;
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case PlayerOptions::TURN_MIRROR: NoteDataUtil::Turn( *this, NoteDataUtil::mirror ); break;
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@@ -132,12 +132,12 @@ void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, ScoreDi
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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_bEffects[PlayerOptions::EFFECT_MINI] )
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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_bEffects[PlayerOptions::EFFECT_SPACE] )
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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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@@ -148,7 +148,7 @@ void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, ScoreDi
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m_GrayArrowRow.Load( pn );
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m_GhostArrowRow.Load( pn );
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bool bReverse = GAMESTATE->m_PlayerOptions[pn].m_bReverseScroll;
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bool bReverse = GAMESTATE->m_PlayerOptions[pn].m_fReverseScroll == 1;
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m_Combo.SetY( bReverse ? SCREEN_BOTTOM-COMBO_Y : SCREEN_TOP+COMBO_Y );
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m_Judgment.SetY( bReverse ? SCREEN_BOTTOM-JUDGMENT_Y : SCREEN_TOP+JUDGMENT_Y );
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@@ -163,7 +163,7 @@ void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, ScoreDi
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m_GrayArrowRow.SetY( bReverse ? SCREEN_BOTTOM-GRAY_ARROWS_Y : SCREEN_TOP+GRAY_ARROWS_Y );
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m_GhostArrowRow.SetY( bReverse ? SCREEN_BOTTOM-GRAY_ARROWS_Y : SCREEN_TOP+GRAY_ARROWS_Y );
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if( GAMESTATE->m_PlayerOptions[pn].m_bEffects[PlayerOptions::EFFECT_MINI] )
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if( GAMESTATE->m_PlayerOptions[pn].m_fEffects[PlayerOptions::EFFECT_MINI] == 1 )
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{
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m_NoteField.SetZoom( 0.5f );
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m_GrayArrowRow.SetZoom( 0.5f );
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@@ -272,14 +272,14 @@ 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_PlayerOptions[m_PlayerNumber].m_bEffects[PlayerOptions::EFFECT_SPACE] )
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if( GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fEffects[PlayerOptions::EFFECT_SPACE] == 1 )
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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_PlayerOptions[m_PlayerNumber].m_bReverseScroll ) {
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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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@@ -296,7 +296,7 @@ void Player::DrawPrimitives()
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m_NoteField.Draw();
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m_GhostArrowRow.Draw();
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if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bEffects[PlayerOptions::EFFECT_SPACE] )
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if( GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fEffects[PlayerOptions::EFFECT_SPACE]==1 )
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{
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DISPLAY->ExitPerspective();
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DISPLAY->PopMatrix();
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