half-finished codes, options icons, and two new modifiers.
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@@ -47,10 +47,28 @@ float ArrowGetYOffset( PlayerNumber pn, float fNoteBeat )
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float ArrowGetXPos( PlayerNumber pn, int iColNum, float fYPos )
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{
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float fSongBeat = GAMESTATE->m_fSongBeat;
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float fPixelOffsetFromCenter = GAMESTATE->GetCurrentStyleDef()->m_ColumnInfo[PLAYER_1][iColNum].fXOffset;
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float fPixelOffsetFromCenter = GAMESTATE->GetCurrentStyleDef()->m_ColumnInfo[pn][iColNum].fXOffset;
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if( GAMESTATE->m_PlayerOptions[pn].m_EffectType & PlayerOptions::EFFECT_DRUNK )
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fPixelOffsetFromCenter += cosf( TIMER->GetTimeSinceStart() + iColNum*0.2f + fYPos*6/SCREEN_HEIGHT) * ARROW_SIZE*0.5f;
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if( GAMESTATE->m_PlayerOptions[pn].m_EffectType & PlayerOptions::EFFECT_FLIP )
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fPixelOffsetFromCenter = -fPixelOffsetFromCenter;
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if( GAMESTATE->m_PlayerOptions[pn].m_EffectType & PlayerOptions::EFFECT_TORNADO )
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{
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const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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float fMaxX = -100000, fMinX = +100000;
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for( int i=0; i<pStyleDef->m_iColsPerPlayer; i++ )
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{
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fMaxX = max( fMaxX, pStyleDef->m_ColumnInfo[pn][i].fXOffset );
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fMinX = min( fMinX, pStyleDef->m_ColumnInfo[pn][i].fXOffset );
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}
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float fPositionBetween = SCALE( fPixelOffsetFromCenter, fMinX, fMaxX, -1, 1 );
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float fRads = acosf( fPositionBetween );
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fRads += fYPos * 6 / SCREEN_HEIGHT;
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fPixelOffsetFromCenter = SCALE( cosf(fRads), -1, 1, fMinX, fMaxX );
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}
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return fPixelOffsetFromCenter;
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}
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@@ -97,7 +115,7 @@ float ArrowGetPercentVisible( PlayerNumber pn, float fYPos )
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fAlpha = 0;
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break;
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case PlayerOptions::APPEARANCE_BLINK: // this is an Ez2dancer Appearance Mode
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fAlpha = sinf( TIMER->GetTimeSinceStart() );
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fAlpha = sinf( TIMER->GetTimeSinceStart()*3 );
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fAlpha = froundf( fAlpha, 0.3333f );
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break;
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default:
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@@ -119,5 +137,5 @@ float ArrowGetAlpha( PlayerNumber pn, float fYPos )
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float ArrowGetGlow( PlayerNumber pn, float fYPos )
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{
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const float fDistFromHalf = fabsf( ArrowGetPercentVisible(pn,fYPos) - 0.5f );
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return SCALE( fDistFromHalf, 0, 0.5f, 1, 0 );
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return SCALE( fDistFromHalf, 0, 0.5f, 1.3f, 0 );
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}
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