Add more flexible modifier modifications.
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@@ -15,8 +15,8 @@ sm-ssc v1.2.1 | 2011011?
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20110115
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* [ArrowEffects] Allow modifying the blink mod frequency in the metrics.
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[Wolfman2000]
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* [ArrowEffects] Allow modifying modifier characteristics in the metrics.
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At present, Blink, Brake, and Boost can have modifications. [Wolfman2000]
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20110112
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--------
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@@ -129,6 +129,10 @@ FrameWidthLockEffectsTweenPixels=25
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ArrowSpacing=128
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DrawHiddenNotesAfterReceptor=true
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BlinkModFrequency=0.3333
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BoostModMinClamp=-400
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BoostModMaxClamp=400
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BrakeModMinClamp=-400
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BrakeModMaxClamp=400
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[Background]
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# Background stuff. again, its usually a better idea to leave this alone
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@@ -17,6 +17,10 @@
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static ThemeMetric<float> ARROW_SPACING( "ArrowEffects", "ArrowSpacing" );
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static ThemeMetric<bool> HIDDEN_SUDDEN_PAST_RECEPTOR( "ArrowEffects", "DrawHiddenNotesAfterReceptor");
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static ThemeMetric<float> BLINK_MOD_FREQUENCY( "ArrowEffects", "BlinkModFrequency" );
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static ThemeMetric<float> BOOST_MOD_MIN_CLAMP( "ArrowEffects", "BoostModMinClamp" );
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static ThemeMetric<float> BOOST_MOD_MAX_CLAMP( "ArrowEffects", "BoostModMaxClamp" );
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static ThemeMetric<float> BRAKE_MOD_MIN_CLAMP( "ArrowEffects", "BrakeModMinClamp" );
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static ThemeMetric<float> BRAKE_MOD_MAX_CLAMP( "ArrowEffects", "BrakeModMaxClamp" );
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static float GetNoteFieldHeight( const PlayerState* pPlayerState )
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{
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@@ -214,7 +218,7 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float
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float fNewYOffset = fYOffset * 1.5f / ((fYOffset+fEffectHeight/1.2f)/fEffectHeight);
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float fAccelYAdjust = fAccels[PlayerOptions::ACCEL_BOOST] * (fNewYOffset - fYOffset);
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// TRICKY: Clamp this value, or else BOOST+BOOMERANG will draw a ton of arrows on the screen.
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CLAMP( fAccelYAdjust, -400.f, 400.f );
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CLAMP( fAccelYAdjust, BOOST_MOD_MIN_CLAMP, BOOST_MOD_MAX_CLAMP );
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fYAdjust += fAccelYAdjust;
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}
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if( fAccels[PlayerOptions::ACCEL_BRAKE] != 0 )
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@@ -224,7 +228,7 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float
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float fNewYOffset = fYOffset * fScale;
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float fBrakeYAdjust = fAccels[PlayerOptions::ACCEL_BRAKE] * (fNewYOffset - fYOffset);
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// TRICKY: Clamp this value the same way as BOOST so that in BOOST+BRAKE, BRAKE doesn't overpower BOOST
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CLAMP( fBrakeYAdjust, -400.f, 400.f );
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CLAMP( fBrakeYAdjust, BRAKE_MOD_MIN_CLAMP, BRAKE_MOD_MAX_CLAMP );
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fYAdjust += fBrakeYAdjust;
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}
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if( fAccels[PlayerOptions::ACCEL_WAVE] != 0 )
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