m_EffectType is now a bitfield, so we can have multiple effects on
at once. There's no interface to this, but it works with courses. drunk, dizzy, dark is amusing. "That arrow goes WHERE?"
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@@ -140,10 +140,17 @@ void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, ScoreDi
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int iPixelsToDrawBefore = 96;
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int iPixelsToDrawAfter = 384;
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switch( GAMESTATE->m_PlayerOptions[pn].m_EffectType )
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// If both options are on, we *do* need to multiply it twice.
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if( GAMESTATE->m_PlayerOptions[pn].m_EffectType & PlayerOptions::EFFECT_MINI)
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{
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case PlayerOptions::EFFECT_MINI: iPixelsToDrawBefore *= 2; iPixelsToDrawAfter *= 2; break;
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case PlayerOptions::EFFECT_SPACE: iPixelsToDrawBefore *= 2; iPixelsToDrawAfter *= 2; break;
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iPixelsToDrawBefore *= 2;
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iPixelsToDrawAfter *= 2;
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}
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if( GAMESTATE->m_PlayerOptions[pn].m_EffectType & PlayerOptions::EFFECT_SPACE)
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{
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iPixelsToDrawBefore *= 2;
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iPixelsToDrawAfter *= 2;
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}
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m_NoteField.Load( (NoteData*)this, pn, iPixelsToDrawBefore, iPixelsToDrawAfter );
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@@ -165,7 +172,7 @@ void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, ScoreDi
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m_GrayArrowRow.SetY( GAMESTATE->m_PlayerOptions[pn].m_bReverseScroll ? SCREEN_HEIGHT - ARROWS_Y : ARROWS_Y );
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m_GhostArrowRow.SetY( GAMESTATE->m_PlayerOptions[pn].m_bReverseScroll ? SCREEN_HEIGHT - ARROWS_Y : ARROWS_Y );
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if( GAMESTATE->m_PlayerOptions[pn].m_EffectType == PlayerOptions::EFFECT_MINI )
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if( GAMESTATE->m_PlayerOptions[pn].m_EffectType & PlayerOptions::EFFECT_MINI )
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{
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m_NoteField.SetZoom( 0.5f );
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m_GrayArrowRow.SetZoom( 0.5f );
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@@ -271,7 +278,7 @@ void Player::DrawPrimitives()
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D3DXMATRIX matOldView, matOldProj;
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if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_EffectType == PlayerOptions::EFFECT_SPACE )
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if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_EffectType & PlayerOptions::EFFECT_SPACE )
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{
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// save old view and projection
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DISPLAY->GetViewTransform( &matOldView );
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@@ -305,7 +312,7 @@ void Player::DrawPrimitives()
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m_NoteField.Draw();
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m_GhostArrowRow.Draw();
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if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_EffectType == PlayerOptions::EFFECT_SPACE )
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if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_EffectType & PlayerOptions::EFFECT_SPACE )
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{
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// restire old view and projection
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DISPLAY->SetViewTransform( &matOldView );
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