Added nITG's various column specific & other misc modifiers (#1468)
* Added stealth control, ZBuffer & DizzyHolds mod Modifiers added: StealthPastReceptors DizzyHolds StealthType ZBuffer * Removed theme metrics that are now mods. Removed metrics: DrawHiddenNotesAfterReceptor DizzyHoldHeads * Implemented nITG's Shrink modifiers Modifiers Added: ShrinkLinear ShrinkMult * Implemented nITG's Attenuate mods. Modifiers added: AttenuateX AttenuateY AttenuateZ * Implemented nITG's pulse modifiers Modifiers added: PulseInner PulseOuter PulsePeriod PulseOffset * Implemented nITG's DrawSize and Bounce modifiers. Modifiers Added: Bounce BouncePeriod BounceOffset BounceZ BounceZPeriod BounceZOffset DrawSize DrawSizeBack * Added nITG's column specific Dark & Stealth mods Modifiers added: Stealth<1-n> Dark<1-n> * Finish adding nITG's column specific mods Modifiers added: ConfusionXOffset<1-n> ConfusionYOffset<1-n> ConfusionzOffset<1-n> Reverse<1-n> Tiny<1-n> Bumpy<1-n> * Documented new modififers * Changelog housekeeping Fixed a typo and added this branch's PR into the changelog. * Last bit of clean up. (#3) * Fixed up one line of the changelog * Add MrThatKid to credits.
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-11
@@ -33,7 +33,7 @@ public:
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static void GetXYZPos(const PlayerState* player_state, int col, float y_offset, float y_reverse_offset, RageVector3& ret, bool with_reverse= true)
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{
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ret.x= GetMoveX(col) + GetXPos(player_state, col, y_offset);
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ret.y= GetMoveY(col) + GetYPos(col, y_offset, y_reverse_offset, with_reverse);
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ret.y= GetMoveY(col) + GetYPos(player_state, col, y_offset, y_reverse_offset, with_reverse);
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ret.z= GetMoveZ(col) + GetZPos(player_state, col, y_offset);
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}
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@@ -47,7 +47,7 @@ public:
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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(int iCol, float fYOffset, float fYReverseOffsetPixels, bool WithReverse = true );
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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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static float GetYOffsetFromYPos(int iCol, float YPos, float fYReverseOffsetPixels);
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@@ -55,16 +55,16 @@ public:
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// fRotation is Z rotation of an arrow. This will depend on the column of
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// the arrow and possibly the Arrow effect and the fYOffset (in the case of
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// EFFECT_DIZZY).
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static float GetRotationZ( const PlayerState* pPlayerState, float fNoteBeat, bool bIsHoldHead );
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static float ReceptorGetRotationZ( const PlayerState* pPlayerState );
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static float GetRotationZ( const PlayerState* pPlayerState, float fNoteBeat, bool bIsHoldHead, int iCol );
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static float ReceptorGetRotationZ( const PlayerState* pPlayerState, int iCol );
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// Due to the handling logic for holds on Twirl, we need to use an offset instead.
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// It's more intuitive for Roll to be based off offset, so use an offset there too.
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static float GetRotationX(const PlayerState* pPlayerState, float fYOffset, bool bIsHoldCap);
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static float GetRotationY(const PlayerState* pPlayerState, float fYOffset);
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static float GetRotationX(const PlayerState* pPlayerState, float fYOffset, bool bIsHoldCap, int iCol);
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static float GetRotationY(const PlayerState* pPlayerState, float fYOffset, int iCol);
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static float ReceptorGetRotationX( const PlayerState* pPlayerState);
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static float ReceptorGetRotationY( const PlayerState* pPlayerState);
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static float ReceptorGetRotationX( const PlayerState* pPlayerState, int iCol);
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static float ReceptorGetRotationY( const PlayerState* pPlayerState, int iCol);
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static float GetMoveX(int iCol);
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static float GetMoveY(int iCol);
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@@ -90,11 +90,11 @@ public:
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// fAlpha is the transparency of the arrow. It depends on fYPos and the
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// AppearanceType.
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static float GetAlpha(int iCol, float fYPos, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar);
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static float GetAlpha(const PlayerState* pPlayerState, int iCol, float fYPos, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar);
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// fAlpha is the transparency of the arrow. It depends on fYPos and the
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// AppearanceType.
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static float GetGlow(int iCol, float fYPos, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
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static float GetGlow(const PlayerState* pPlayerState, int iCol, float fYPos, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
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/**
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* @brief Retrieve the current brightness.
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@@ -106,7 +106,9 @@ public:
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static float GetBrightness( const PlayerState* pPlayerState, float fNoteBeat );
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// This is the zoom of the individual tracks, not of the whole Player.
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static float GetZoom( const PlayerState* pPlayerState );
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static float GetZoom( const PlayerState* pPlayerState, float fYOffset, int iCol );
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static float GetZoomVariable( float fYOffset, int iCol, float fCurZoom );
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static float GetPulseInner();
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static float GetFrameWidthScale( const PlayerState* pPlayerState, float fYOffset, float fOverlappedTime );
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};
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