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.
This commit is contained in:
MrThatKid
2017-06-09 21:10:17 -07:00
committed by GitHub
parent 9b5746f505
commit a3eab2e7ab
13 changed files with 744 additions and 125 deletions
+13 -11
View File
@@ -33,7 +33,7 @@ public:
static void GetXYZPos(const PlayerState* player_state, int col, float y_offset, float y_reverse_offset, RageVector3& ret, bool with_reverse= true)
{
ret.x= GetMoveX(col) + GetXPos(player_state, col, y_offset);
ret.y= GetMoveY(col) + GetYPos(col, y_offset, y_reverse_offset, with_reverse);
ret.y= GetMoveY(col) + GetYPos(player_state, col, y_offset, y_reverse_offset, with_reverse);
ret.z= GetMoveZ(col) + GetZPos(player_state, col, y_offset);
}
@@ -47,7 +47,7 @@ public:
* @param fYReverseOffsetPixels the amount offset due to reverse.
* @param WithReverse a flag to see if the Reverse mod is on.
* @return the actual display position. */
static float GetYPos(int iCol, float fYOffset, float fYReverseOffsetPixels, bool WithReverse = true );
static float GetYPos(const PlayerState* pPlayerState, int iCol, float fYOffset, float fYReverseOffsetPixels, bool WithReverse = true );
// Inverse of ArrowGetYPos (YPos -> fYOffset).
static float GetYOffsetFromYPos(int iCol, float YPos, float fYReverseOffsetPixels);
@@ -55,16 +55,16 @@ public:
// fRotation is Z rotation of an arrow. This will depend on the column of
// the arrow and possibly the Arrow effect and the fYOffset (in the case of
// EFFECT_DIZZY).
static float GetRotationZ( const PlayerState* pPlayerState, float fNoteBeat, bool bIsHoldHead );
static float ReceptorGetRotationZ( const PlayerState* pPlayerState );
static float GetRotationZ( const PlayerState* pPlayerState, float fNoteBeat, bool bIsHoldHead, int iCol );
static float ReceptorGetRotationZ( const PlayerState* pPlayerState, int iCol );
// Due to the handling logic for holds on Twirl, we need to use an offset instead.
// It's more intuitive for Roll to be based off offset, so use an offset there too.
static float GetRotationX(const PlayerState* pPlayerState, float fYOffset, bool bIsHoldCap);
static float GetRotationY(const PlayerState* pPlayerState, float fYOffset);
static float GetRotationX(const PlayerState* pPlayerState, float fYOffset, bool bIsHoldCap, int iCol);
static float GetRotationY(const PlayerState* pPlayerState, float fYOffset, int iCol);
static float ReceptorGetRotationX( const PlayerState* pPlayerState);
static float ReceptorGetRotationY( const PlayerState* pPlayerState);
static float ReceptorGetRotationX( const PlayerState* pPlayerState, int iCol);
static float ReceptorGetRotationY( const PlayerState* pPlayerState, int iCol);
static float GetMoveX(int iCol);
static float GetMoveY(int iCol);
@@ -90,11 +90,11 @@ public:
// fAlpha is the transparency of the arrow. It depends on fYPos and the
// AppearanceType.
static float GetAlpha(int iCol, float fYPos, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar);
static float GetAlpha(const PlayerState* pPlayerState, int iCol, float fYPos, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar);
// fAlpha is the transparency of the arrow. It depends on fYPos and the
// AppearanceType.
static float GetGlow(int iCol, float fYPos, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
static float GetGlow(const PlayerState* pPlayerState, int iCol, float fYPos, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
/**
* @brief Retrieve the current brightness.
@@ -106,7 +106,9 @@ public:
static float GetBrightness( const PlayerState* pPlayerState, float fNoteBeat );
// This is the zoom of the individual tracks, not of the whole Player.
static float GetZoom( const PlayerState* pPlayerState );
static float GetZoom( const PlayerState* pPlayerState, float fYOffset, int iCol );
static float GetZoomVariable( float fYOffset, int iCol, float fCurZoom );
static float GetPulseInner();
static float GetFrameWidthScale( const PlayerState* pPlayerState, float fYOffset, float fOverlappedTime );
};