fYPos -> fYPosWithoutReverse
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@@ -470,11 +470,11 @@ static float GetSuddenStartLine( const PlayerState* pPlayerState )
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float ArrowGetPercentVisible( const PlayerState* pPlayerState, int iCol, float fYOffset, float fYReverseOffsetPixels )
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{
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/* Get the YPos without reverse (that is, factor in EFFECT_TIPSY). */
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float fYPos = ArrowEffects::GetYPos( pPlayerState, iCol, fYOffset, fYReverseOffsetPixels, false );
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float fYPosWithoutReverse = ArrowEffects::GetYPos( pPlayerState, iCol, fYOffset, fYReverseOffsetPixels, false );
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const float fDistFromCenterLine = fYPos - GetCenterLine( pPlayerState );
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const float fDistFromCenterLine = fYPosWithoutReverse - GetCenterLine( pPlayerState );
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if( fYPos < 0 ) // past Gray Arrows
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if( fYPosWithoutReverse < 0 ) // past Gray Arrows
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return 1; // totally visible
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const float* fAppearances = pPlayerState->m_PlayerOptions.GetCurrent().m_fAppearances;
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@@ -483,13 +483,13 @@ float ArrowGetPercentVisible( const PlayerState* pPlayerState, int iCol, float f
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if( fAppearances[PlayerOptions::APPEARANCE_HIDDEN] != 0 )
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{
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float fHiddenVisibleAdjust = SCALE( fYPos, GetHiddenStartLine(pPlayerState), GetHiddenEndLine(pPlayerState), 0, -1 );
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float fHiddenVisibleAdjust = SCALE( fYPosWithoutReverse, GetHiddenStartLine(pPlayerState), GetHiddenEndLine(pPlayerState), 0, -1 );
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CLAMP( fHiddenVisibleAdjust, -1, 0 );
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fVisibleAdjust += fAppearances[PlayerOptions::APPEARANCE_HIDDEN] * fHiddenVisibleAdjust;
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}
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if( fAppearances[PlayerOptions::APPEARANCE_SUDDEN] != 0 )
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{
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float fSuddenVisibleAdjust = SCALE( fYPos, GetSuddenStartLine(pPlayerState), GetSuddenEndLine(pPlayerState), -1, 0 );
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float fSuddenVisibleAdjust = SCALE( fYPosWithoutReverse, GetSuddenStartLine(pPlayerState), GetSuddenEndLine(pPlayerState), -1, 0 );
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CLAMP( fSuddenVisibleAdjust, -1, 0 );
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fVisibleAdjust += fAppearances[PlayerOptions::APPEARANCE_SUDDEN] * fSuddenVisibleAdjust;
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}
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