Add some docs.
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+18
-3
@@ -19,8 +19,16 @@ public:
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return GetYOffset( pPlayerState, iCol, fNoteBeat, fThrowAway, bThrowAway, bAbsolute );
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}
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/* Actual display position, with reverse and post-reverse-effects factored in
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* (fYOffset -> YPos). */
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/**
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* @brief Retrieve the actual display position.
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*
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* In this case, reverse and post-reverse-effects are factored in (fYOffset -> YPos).
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* @param pPlayerState the Player's state in question, including mods.
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* @param iCol the specific arrow column.
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* @param fYOffset the original display position.
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* @param fYReverseOffsetPixels the amount offset due to reverse.
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* @param WithReverse a flag to see if the Reverse mod is on.
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* @return the actual display position. */
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static float GetYPos( const PlayerState* pPlayerState, int iCol, float fYOffset, float fYReverseOffsetPixels, bool WithReverse = true );
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// Inverse of ArrowGetYPos (YPos -> fYOffset).
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@@ -42,7 +50,14 @@ public:
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// fYPos (in the case of EFFECT_DRUNK).
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static float GetXPos( const PlayerState* pPlayerState, int iCol, float fYOffset );
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// Z position; normally 0. Only visible in perspective modes.
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/**
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* @brief Retrieve the Z position.
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*
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* This is normally 0. This is only visible with perspective modes.
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* @param pPlayerState the Player's state, including the mods.
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* @param iCol the specific arrow column.
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* @param fYPos the Y position of the arrow.
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* @return the Z position. */
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static float GetZPos( const PlayerState* pPlayerState, int iCol, float fYPos );
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// Enable this if any ZPos effects are enabled.
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