save Preferred, Stage, Song, and Current modifiers separately. This eliminates the fragile mods store/restore.
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@@ -483,7 +483,7 @@ void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bI
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const float fYCapTop = fYHead+cache->m_iStartDrawingHoldBodyOffsetFromHead-fFrameHeight;
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const float fYCapBottom = fYHead+cache->m_iStartDrawingHoldBodyOffsetFromHead;
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bool bReverse = m_pPlayerState->m_CurrentPlayerOptions.GetReversePercentForColumn(iCol) > 0.5f;
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bool bReverse = m_pPlayerState->m_PlayerOptions.GetCurrent().GetReversePercentForColumn(iCol) > 0.5f;
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if( bGlow )
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fColorScale = 1;
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@@ -573,7 +573,7 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsB
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const float fYBodyTop = fYHead + cache->m_iStartDrawingHoldBodyOffsetFromHead;
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const float fYBodyBottom = fYTail + cache->m_iStopDrawingHoldBodyOffsetFromTail;
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const bool bReverse = m_pPlayerState->m_CurrentPlayerOptions.GetReversePercentForColumn(iCol) > 0.5f;
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const bool bReverse = m_pPlayerState->m_PlayerOptions.GetCurrent().GetReversePercentForColumn(iCol) > 0.5f;
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bool bAnchorToBottom = bReverse && cache->m_bFlipHeadAndTailWhenReverse;
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if( bGlow )
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@@ -670,7 +670,7 @@ void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool
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const float fYCapTop = fYTail+cache->m_iStopDrawingHoldBodyOffsetFromTail;
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const float fYCapBottom = fYTail+cache->m_iStopDrawingHoldBodyOffsetFromTail+fFrameHeight;
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bool bReverse = m_pPlayerState->m_CurrentPlayerOptions.GetReversePercentForColumn(iCol) > 0.5f;
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bool bReverse = m_pPlayerState->m_PlayerOptions.GetCurrent().GetReversePercentForColumn(iCol) > 0.5f;
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if( bGlow )
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fColorScale = 1;
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@@ -869,7 +869,7 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeing
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// bDrawGlowOnly is a little hacky. We need to draw the diffuse part and the glow part one pass at a time to minimize state changes
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bool bReverse = m_pPlayerState->m_CurrentPlayerOptions.GetReversePercentForColumn(iCol) > 0.5f;
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bool bReverse = m_pPlayerState->m_PlayerOptions.GetCurrent().GetReversePercentForColumn(iCol) > 0.5f;
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float fStartBeat = NoteRowToBeat( max(tn.HoldResult.iLastHeldRow, iRow) );
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float fThrowAway = 0;
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