Another attempt at Mini <-> Tiny. This one should be much closer or working.
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@@ -56,8 +56,8 @@ static ThemeMetric<float> DRUNK_OFFSET_FREQUENCY( "ArrowEffects", "DrunkOffsetFr
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static ThemeMetric<float> DRUNK_ARROW_MAGNITUDE( "ArrowEffects", "DrunkArrowMagnitude" );
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static ThemeMetric<float> BEAT_OFFSET_HEIGHT( "ArrowEffects", "BeatOffsetHeight" );
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static ThemeMetric<float> BEAT_PI_HEIGHT( "ArrowEffects", "BeatPIHeight" );
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static ThemeMetric<float> MINI_PERCENT_BASE( "ArrowEffects", "MiniPercentBase" );
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static ThemeMetric<float> MINI_PERCENT_GATE( "ArrowEffects", "MiniPercentGate" );
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static ThemeMetric<float> TINY_PERCENT_BASE( "ArrowEffects", "TinyPercentBase" );
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static ThemeMetric<float> TINY_PERCENT_GATE( "ArrowEffects", "TinyPercentGate" );
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static ThemeMetric<bool> DIZZY_HOLD_HEADS( "ArrowEffects", "DizzyHoldHeads" );
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float ArrowGetPercentVisible( const PlayerState* pPlayerState, float fYPosWithoutReverse );
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@@ -489,12 +489,12 @@ float ArrowEffects::GetXPos( const PlayerState* pPlayerState, int iColNum, float
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fPixelOffsetFromCenter += pCols[iColNum].fXOffset;
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if( fEffects[PlayerOptions::EFFECT_MINI] != 0 )
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if( fEffects[PlayerOptions::EFFECT_TINY] != 0 )
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{
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// Allow Mini to pull tracks together, but not to push them apart.
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float fMiniPercent = fEffects[PlayerOptions::EFFECT_MINI];
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fMiniPercent = min( powf(MINI_PERCENT_BASE, fMiniPercent), (float)MINI_PERCENT_GATE );
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fPixelOffsetFromCenter *= fMiniPercent;
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float fTinyPercent = fEffects[PlayerOptions::EFFECT_TINY];
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fTinyPercent = min( powf(TINY_PERCENT_BASE, fTinyPercent), (float)TINY_PERCENT_GATE );
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fPixelOffsetFromCenter *= fTinyPercent;
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}
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return fPixelOffsetFromCenter;
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