DrawActor usable for non-wavy hold parts
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@@ -676,18 +676,21 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeing
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}
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}
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void NoteDisplay::DrawActor( const TapNote& tn, Actor* pActor, NotePart part, int iCol, float fBeat, bool bIsAddition, float fPercentFadeToFail, float fReverseOffsetPixels, bool bUseLighting, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
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void NoteDisplay::DrawActor( const TapNote& tn, Actor* pActor, NotePart part, int iCol, float fYOffset, float fBeat, bool bIsAddition, float fPercentFadeToFail, float fReverseOffsetPixels, float fColorScale, bool bUseLighting, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
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{
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const float fYOffset = ArrowEffects::GetYOffset( m_pPlayerState, iCol, fBeat );
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const float fY = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYOffset, fReverseOffsetPixels );
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const float fRotation = ArrowEffects::GetRotation( m_pPlayerState, fBeat );
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const float fX = ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset );
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const float fZ = ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset );
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const float fAlpha = ArrowEffects::GetAlpha( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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const float fGlow = ArrowEffects::GetGlow( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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const float fColorScale = ArrowEffects::GetBrightness( m_pPlayerState, fBeat );
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const RageColor diffuse = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
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const RageColor glow = RageColor(1,1,1,fGlow);
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float fRotation = 0;
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if( tn.type != TapNote::hold_head )
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{
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fRotation = ArrowEffects::GetRotation( m_pPlayerState, fBeat );
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fColorScale *= ArrowEffects::GetBrightness( m_pPlayerState, fBeat );
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}
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pActor->SetRotationZ( fRotation );
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pActor->SetXY( fX, fY );
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@@ -769,7 +772,8 @@ void NoteDisplay::DrawTap( const TapNote& tn, int iCol, float fBeat, bool bOnSam
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LUA->Release( L );
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}
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DrawActor( tn, pActor, part, iCol, fBeat, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, bUseLighting, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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const float fYOffset = ArrowEffects::GetYOffset( m_pPlayerState, iCol, fBeat );
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DrawActor( tn, pActor, part, iCol, fYOffset, fBeat, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, 1.0f, bUseLighting, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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if( tn.type == TapNote::attack )
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pActor->PlayCommand( "UnsetAttack" );
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