fix m_fInvertDistance
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@@ -28,7 +28,7 @@ namespace
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{
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float m_fMinTornadoX[MAX_COLS_PER_PLAYER];
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float m_fMaxTornadoX[MAX_COLS_PER_PLAYER];
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float m_fInvertDistance;
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float m_fInvertDistance[MAX_COLS_PER_PLAYER];
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float m_fBeatFactor;
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};
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PerPlayerData g_EffectData[NUM_PLAYERS];
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@@ -82,6 +82,7 @@ void ArrowEffects::Update()
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//
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// Update Invert
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//
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for( int iColNum = 0; iColNum < MAX_COLS_PER_PLAYER; ++iColNum )
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{
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const int iNumCols = pStyle->m_iColsPerPlayer;
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const int iNumSides = pStyle->m_StyleType==ONE_PLAYER_TWO_SIDES ? 2 : 1;
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@@ -116,7 +117,7 @@ void ArrowEffects::Update()
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const float fOldPixelOffset = pCols[iColNum].fXOffset;
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const float fNewPixelOffset = pCols[iNewCol].fXOffset;
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data.m_fInvertDistance = fNewPixelOffset - fOldPixelOffset;
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data.m_fInvertDistance[iColNum] = fNewPixelOffset - fOldPixelOffset;
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}
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//
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@@ -362,7 +363,7 @@ float ArrowEffects::GetXPos( const PlayerState* pPlayerState, int iColNum, float
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fPixelOffsetFromCenter += fDistance * fEffects[PlayerOptions::EFFECT_FLIP];
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}
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if( fEffects[PlayerOptions::EFFECT_INVERT] != 0 )
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fPixelOffsetFromCenter += data.m_fInvertDistance * fEffects[PlayerOptions::EFFECT_INVERT];
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fPixelOffsetFromCenter += data.m_fInvertDistance[iColNum] * fEffects[PlayerOptions::EFFECT_INVERT];
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if( fEffects[PlayerOptions::EFFECT_BEAT] != 0 )
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do {
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