confusion mod fix
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@@ -442,12 +442,11 @@ float ArrowEffects::ReceptorGetRotation( const PlayerState* pPlayerState )
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const float* fEffects = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects;
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const float* fEffects = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects;
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// Confusion
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// Confusion
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if( fEffects[PlayerOptions::EFFECT_DIZZY] == 0 && fEffects[PlayerOptions::EFFECT_CONFUSION] != 0 )
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if( fEffects[PlayerOptions::EFFECT_CONFUSION] != 0 )
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{
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{
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const float fSongBeat = GAMESTATE->m_fSongBeatVisible;
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float fConfRotation = GAMESTATE->m_fSongBeatVisible;
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float fConfRotation = fNoteBeat - fSongBeat;
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fConfRotation *= fEffects[PlayerOptions::EFFECT_CONFUSION];
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fConfRotation *= fEffects[PlayerOptions::EFFECT_CONFUSION];
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fConfRotation = fmodf( fDizzyRotation, 2*PI );
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fConfRotation = fmodf( fConfRotation, 2*PI );
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fConfRotation *= -180/PI;
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fConfRotation *= -180/PI;
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return fConfRotation;
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return fConfRotation;
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}
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}
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@@ -118,10 +118,7 @@ void BPMDisplay::SetBPMRange( const DisplayBpms &bpms )
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if( MinBPM == MaxBPM )
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if( MinBPM == MaxBPM )
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{
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{
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if( MinBPM == -1 )
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if( MinBPM == -1 )
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{
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SetText( "..." ); // random
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SetText( "..." ); // random
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IsRandom = true;
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}
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else
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else
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SetText( ssprintf("%i", MinBPM) );
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SetText( ssprintf("%i", MinBPM) );
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}
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}
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