Tipsy can be modified now.
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@@ -145,6 +145,12 @@ ExpandSpeedScaleFromLow=0
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ExpandSpeedScaleFromHigh=1
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ExpandSpeedScaleToLow=1
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# No need for the high here: that is already calculated in code.
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TipsyTimerFrequency=1.2
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TipsyColumnFrequency=1.8
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TipsyArrowMagnitude=0.4
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TipsyOffsetTimerFrequency=1.2
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TipsyOffsetColumnFrequency=2
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TipsyOffsetArrowMagnitude=0.4
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QuantizeArrowYPosition=false
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[Background]
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+12
-2
@@ -32,6 +32,12 @@ static ThemeMetric<float> EXPAND_MULTIPLIER_SCALE_TO_HIGH( "ArrowEffects", "Expa
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static ThemeMetric<float> EXPAND_SPEED_SCALE_FROM_LOW( "ArrowEffects", "ExpandSpeedScaleFromLow" );
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static ThemeMetric<float> EXPAND_SPEED_SCALE_FROM_HIGH( "ArrowEffects", "ExpandSpeedScaleFromHigh" );
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static ThemeMetric<float> EXPAND_SPEED_SCALE_TO_LOW( "ArrowEffects", "ExpandSpeedScaleToLow" );
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static ThemeMetric<float> TIPSY_TIMER_FREQUENCY( "ArrowEffects", "TipsyTimerFrequency" );
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static ThemeMetric<float> TIPSY_COLUMN_FREQUENCY( "ArrowEffects", "TipsyColumnFrequency" );
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static ThemeMetric<float> TIPSY_ARROW_MAGNITUDE( "ArrowEffects", "TipsyArrowMagnitude" );
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static ThemeMetric<float> TIPSY_OFFSET_TIMER_FREQUENCY( "ArrowEffects", "TipsyOffsetTimerFrequency" );
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static ThemeMetric<float> TIPSY_OFFSET_COLUMN_FREQUENCY( "ArrowEffects", "TipsyOffsetColumnFrequency" );
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static ThemeMetric<float> TIPSY_OFFSET_ARROW_MAGNITUDE( "ArrowEffects", "TipsyOffsetArrowMagnitude" );
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static ThemeMetric<bool> QUANTIZE_ARROW_Y( "ArrowEffects", "QuantizeArrowYPosition");
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static float GetNoteFieldHeight( const PlayerState* pPlayerState )
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@@ -327,7 +333,9 @@ float ArrowEffects::GetYPos( const PlayerState* pPlayerState, int iCol, float fY
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const float* fEffects = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects;
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if( fEffects[PlayerOptions::EFFECT_TIPSY] != 0 )
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f += fEffects[PlayerOptions::EFFECT_TIPSY] * ( RageFastCos( RageTimer::GetTimeSinceStartFast()*1.2f + iCol*1.8f) * ARROW_SIZE*0.4f );
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f += fEffects[PlayerOptions::EFFECT_TIPSY]
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* ( RageFastCos( RageTimer::GetTimeSinceStartFast()*TIPSY_TIMER_FREQUENCY
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+ iCol*TIPSY_COLUMN_FREQUENCY) * ARROW_SIZE*TIPSY_ARROW_MAGNITUDE );
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// In beware's DDR Extreme-focused fork of StepMania 3.9, this value is
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// floored, making arrows show on integer Y coordinates. Supposedly it makes
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@@ -342,7 +350,9 @@ float ArrowEffects::GetYOffsetFromYPos( const PlayerState* pPlayerState, int iCo
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const float* fEffects = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects;
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if( fEffects[PlayerOptions::EFFECT_TIPSY] != 0 )
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f -= fEffects[PlayerOptions::EFFECT_TIPSY] * ( RageFastCos( RageTimer::GetTimeSinceStartFast()*1.2f + iCol*2.f) * ARROW_SIZE*0.4f );
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f -= fEffects[PlayerOptions::EFFECT_TIPSY]
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* ( RageFastCos( RageTimer::GetTimeSinceStartFast()*TIPSY_OFFSET_TIMER_FREQUENCY
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+ iCol*TIPSY_OFFSET_COLUMN_FREQUENCY) * ARROW_SIZE*TIPSY_OFFSET_ARROW_MAGNITUDE );
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float fShift, fScale;
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ArrowGetReverseShiftAndScale( pPlayerState, iCol, fYReverseOffsetPixels, fShift, fScale );
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