Fixed cut off arrows in editor playback
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@@ -664,6 +664,8 @@ JudgmentY=210
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ComboY=270
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ComboY=270
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HoldJudgmentY=150
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HoldJudgmentY=150
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BrightGhostComboThreshold=100
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BrightGhostComboThreshold=100
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StartDrawingAtPixels=-60
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StopDrawingAtPixels=350
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[GameState]
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[GameState]
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StageColorDemo=0.3,1.0,0.3,1 // green
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StageColorDemo=0.3,1.0,0.3,1 // green
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@@ -715,7 +717,6 @@ NextEffect=Left,Down,Right
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NextAppearance=Left,Up,Right
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NextAppearance=Left,Up,Right
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NextTurn=
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NextTurn=
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Reverse=Down,Left,Right,Left,Right
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Reverse=Down,Left,Right,Left,Right
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NextColor=
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HoldNotes=Right,Left,Down,Up
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HoldNotes=Right,Left,Down,Up
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Dark=
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Dark=
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CancelAll=Left,Right,Left,Right,Left,Right,Left,Right
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CancelAll=Left,Right,Left,Right,Left,Right,Left,Right
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+14
-12
@@ -28,11 +28,13 @@
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#include "ThemeManager.h"
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#include "ThemeManager.h"
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#include "Combo.h"
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#include "Combo.h"
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#define GRAY_ARROWS_Y THEME->GetMetricF("Player","GrayArrowsY")
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#define GRAY_ARROWS_Y THEME->GetMetricF("Player","GrayArrowsY")
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#define JUDGMENT_Y THEME->GetMetricF("Player","JudgmentY")
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#define JUDGMENT_Y THEME->GetMetricF("Player","JudgmentY")
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#define COMBO_Y THEME->GetMetricF("Player","ComboY")
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#define COMBO_Y THEME->GetMetricF("Player","ComboY")
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#define HOLD_JUDGMENT_Y THEME->GetMetricF("Player","HoldJudgmentY")
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#define HOLD_JUDGMENT_Y THEME->GetMetricF("Player","HoldJudgmentY")
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CachedThemeMetric BRIGHT_GHOST_COMBO_THRESHOLD("Player","BrightGhostComboThreshold");
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CachedThemeMetric BRIGHT_GHOST_COMBO_THRESHOLD("Player","BrightGhostComboThreshold");
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#define START_DRAWING_AT_PIXELS THEME->GetMetricI("Player","StartDrawingAtPixels")
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#define STOP_DRAWING_AT_PIXELS THEME->GetMetricI("Player","StopDrawingAtPixels")
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Player::Player()
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Player::Player()
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@@ -119,22 +121,22 @@ void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, ScoreDi
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default: ASSERT(0);
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default: ASSERT(0);
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}
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}
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int iPixelsToDrawBefore = -60;
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int iStartDrawingAtPixels = GAMESTATE->m_bEditing ? -100 : START_DRAWING_AT_PIXELS;
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int iPixelsToDrawAfter = 350;
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int iStopDrawingAtPixels = GAMESTATE->m_bEditing ? 400 : STOP_DRAWING_AT_PIXELS;
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// If both options are on, we *do* need to multiply it twice.
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// If both options are on, we *do* need to multiply it twice.
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if( GAMESTATE->m_PlayerOptions[pn].m_bEffects[PlayerOptions::EFFECT_MINI] )
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if( GAMESTATE->m_PlayerOptions[pn].m_bEffects[PlayerOptions::EFFECT_MINI] )
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{
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{
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iPixelsToDrawBefore *= 2;
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iStartDrawingAtPixels *= 2;
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iPixelsToDrawAfter *= 2;
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iStopDrawingAtPixels *= 2;
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}
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}
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if( GAMESTATE->m_PlayerOptions[pn].m_bEffects[PlayerOptions::EFFECT_SPACE] )
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if( GAMESTATE->m_PlayerOptions[pn].m_bEffects[PlayerOptions::EFFECT_SPACE] )
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{
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{
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iPixelsToDrawBefore *= 2;
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iStartDrawingAtPixels *= 2;
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iPixelsToDrawAfter *= 2;
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iStopDrawingAtPixels *= 2;
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}
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}
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m_NoteField.Load( (NoteData*)this, pn, iPixelsToDrawBefore, iPixelsToDrawAfter );
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m_NoteField.Load( (NoteData*)this, pn, iStartDrawingAtPixels, iStopDrawingAtPixels );
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m_GrayArrowRow.Load( pn );
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m_GrayArrowRow.Load( pn );
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m_GhostArrowRow.Load( pn );
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m_GhostArrowRow.Load( pn );
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