diff --git a/stepmania/src/ArrowEffects.cpp b/stepmania/src/ArrowEffects.cpp index 71972b43e2..9a0e19e938 100644 --- a/stepmania/src/ArrowEffects.cpp +++ b/stepmania/src/ArrowEffects.cpp @@ -65,7 +65,7 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float float fYAdjust = 0; // fill this in depending on PlayerOptions - if( fAccels[PlayerOptions::ACCEL_BOOST] > 0 ) + if( fAccels[PlayerOptions::ACCEL_BOOST] != 0 ) { float fEffectHeight = GetNoteFieldHeight(pPlayerState); float fNewYOffset = fYOffset * 1.5f / ((fYOffset+fEffectHeight/1.2f)/fEffectHeight); @@ -74,7 +74,7 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float CLAMP( fAccelYAdjust, -400.f, 400.f ); fYAdjust += fAccelYAdjust; } - if( fAccels[PlayerOptions::ACCEL_BRAKE] > 0 ) + if( fAccels[PlayerOptions::ACCEL_BRAKE] != 0 ) { float fEffectHeight = GetNoteFieldHeight(pPlayerState); float fScale = SCALE( fYOffset, 0.f, fEffectHeight, 0, 1.f ); @@ -84,7 +84,7 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float CLAMP( fBrakeYAdjust, -400.f, 400.f ); fYAdjust += fBrakeYAdjust; } - if( fAccels[PlayerOptions::ACCEL_WAVE] > 0 ) + if( fAccels[PlayerOptions::ACCEL_WAVE] != 0 ) fYAdjust += fAccels[PlayerOptions::ACCEL_WAVE] * 20.0f*RageFastSin( fYOffset/38.0f ); fYOffset += fYAdjust; @@ -92,7 +92,7 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float // // Factor in boomerang // - if( fAccels[PlayerOptions::ACCEL_BOOMERANG] > 0 ) + if( fAccels[PlayerOptions::ACCEL_BOOMERANG] != 0 ) { float fOriginalYOffset = fYOffset; @@ -124,7 +124,7 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float } - if( fAccels[PlayerOptions::ACCEL_EXPAND] > 0 ) + if( fAccels[PlayerOptions::ACCEL_EXPAND] != 0 ) { /* Timers can't be global, since they'll be initialized before SDL. */ static RageTimer timerExpand; @@ -171,7 +171,7 @@ float ArrowEffects::GetYPos( const PlayerState* pPlayerState, int iCol, float fY const float* fEffects = pPlayerState->m_CurrentPlayerOptions.m_fEffects; - if( fEffects[PlayerOptions::EFFECT_TIPSY] > 0 ) + if( fEffects[PlayerOptions::EFFECT_TIPSY] != 0 ) f += fEffects[PlayerOptions::EFFECT_TIPSY] * ( RageFastCos( RageTimer::GetTimeSinceStartFast()*1.2f + iCol*1.8f) * ARROW_SIZE*0.4f ); return f; } @@ -181,7 +181,7 @@ float ArrowEffects::GetYOffsetFromYPos( const PlayerState* pPlayerState, int iCo float f = YPos; const float* fEffects = pPlayerState->m_CurrentPlayerOptions.m_fEffects; - if( fEffects[PlayerOptions::EFFECT_TIPSY] > 0 ) + if( fEffects[PlayerOptions::EFFECT_TIPSY] != 0 ) f -= fEffects[PlayerOptions::EFFECT_TIPSY] * ( RageFastCos( RageTimer::GetTimeSinceStartFast()*1.2f + iCol*2.f) * ARROW_SIZE*0.4f ); float fShift, fScale; @@ -200,7 +200,7 @@ float ArrowEffects::GetXPos( const PlayerState* pPlayerState, int iColNum, float const float* fEffects = pPlayerState->m_CurrentPlayerOptions.m_fEffects; - if( fEffects[PlayerOptions::EFFECT_TORNADO] > 0 ) + if( fEffects[PlayerOptions::EFFECT_TORNADO] != 0 ) { const Style* pStyle = GAMESTATE->GetCurrentStyle(); @@ -236,9 +236,9 @@ float ArrowEffects::GetXPos( const PlayerState* pPlayerState, int iColNum, float fPixelOffsetFromCenter += (fAdjustedPixelOffset - fRealPixelOffset) * fEffects[PlayerOptions::EFFECT_TORNADO]; } - if( fEffects[PlayerOptions::EFFECT_DRUNK] > 0 ) + if( fEffects[PlayerOptions::EFFECT_DRUNK] != 0 ) fPixelOffsetFromCenter += fEffects[PlayerOptions::EFFECT_DRUNK] * ( RageFastCos( RageTimer::GetTimeSinceStartFast() + iColNum*0.2f + fYOffset*10/SCREEN_HEIGHT) * ARROW_SIZE*0.5f ); - if( fEffects[PlayerOptions::EFFECT_FLIP] > 0 ) + if( fEffects[PlayerOptions::EFFECT_FLIP] != 0 ) { // TODO: Don't index by PlayerNumber. PlayerNumber pn = pPlayerState->m_PlayerNumber; @@ -249,7 +249,7 @@ float ArrowEffects::GetXPos( const PlayerState* pPlayerState, int iColNum, float fPixelOffsetFromCenter += fDistance * fEffects[PlayerOptions::EFFECT_FLIP]; } - if( fEffects[PlayerOptions::EFFECT_BEAT] > 0 ) + if( fEffects[PlayerOptions::EFFECT_BEAT] != 0 ) do { float fAccelTime = 0.2f, fTotalTime = 0.5f; @@ -298,7 +298,7 @@ float ArrowEffects::GetXPos( const PlayerState* pPlayerState, int iColNum, float float ArrowEffects::GetRotation( const PlayerState* pPlayerState, float fNoteBeat ) { - if( pPlayerState->m_CurrentPlayerOptions.m_fEffects[PlayerOptions::EFFECT_DIZZY] > 0 ) + if( pPlayerState->m_CurrentPlayerOptions.m_fEffects[PlayerOptions::EFFECT_DIZZY] != 0 ) { const float fSongBeat = GAMESTATE->m_fSongBeat; float fDizzyRotation = fNoteBeat - fSongBeat; @@ -386,28 +386,28 @@ float ArrowGetPercentVisible( const PlayerState* pPlayerState, int iCol, float f float fVisibleAdjust = 0; - if( fAppearances[PlayerOptions::APPEARANCE_HIDDEN] > 0 ) + if( fAppearances[PlayerOptions::APPEARANCE_HIDDEN] != 0 ) { float fHiddenVisibleAdjust = SCALE( fYPos, GetHiddenStartLine(pPlayerState), GetHiddenEndLine(pPlayerState), 0, -1 ); CLAMP( fHiddenVisibleAdjust, -1, 0 ); fVisibleAdjust += fAppearances[PlayerOptions::APPEARANCE_HIDDEN] * fHiddenVisibleAdjust; } - if( fAppearances[PlayerOptions::APPEARANCE_SUDDEN] > 0 ) + if( fAppearances[PlayerOptions::APPEARANCE_SUDDEN] != 0 ) { float fSuddenVisibleAdjust = SCALE( fYPos, GetSuddenStartLine(pPlayerState), GetSuddenEndLine(pPlayerState), -1, 0 ); CLAMP( fSuddenVisibleAdjust, -1, 0 ); fVisibleAdjust += fAppearances[PlayerOptions::APPEARANCE_SUDDEN] * fSuddenVisibleAdjust; } - if( fAppearances[PlayerOptions::APPEARANCE_STEALTH] > 0 ) + if( fAppearances[PlayerOptions::APPEARANCE_STEALTH] != 0 ) fVisibleAdjust -= fAppearances[PlayerOptions::APPEARANCE_STEALTH]; - if( fAppearances[PlayerOptions::APPEARANCE_BLINK] > 0 ) + if( fAppearances[PlayerOptions::APPEARANCE_BLINK] != 0 ) { float f = RageFastSin(RageTimer::GetTimeSinceStartFast()*10); f = Quantize( f, 0.3333f ); fVisibleAdjust += SCALE( f, 0, 1, -1, 0 ); } - if( fAppearances[PlayerOptions::APPEARANCE_RANDOMVANISH] > 0) + if( fAppearances[PlayerOptions::APPEARANCE_RANDOMVANISH] != 0 ) { const float fRealFadeDist = 80; fVisibleAdjust += SCALE( fabsf(fDistFromCenterLine), fRealFadeDist, 2*fRealFadeDist, -1, 0 ) @@ -457,7 +457,7 @@ float ArrowEffects::GetZPos( const PlayerState* pPlayerState, int iCol, float fY float fZPos=0; const float* fEffects = pPlayerState->m_CurrentPlayerOptions.m_fEffects; - if( fEffects[PlayerOptions::EFFECT_BUMPY] > 0 ) + if( fEffects[PlayerOptions::EFFECT_BUMPY] != 0 ) fZPos += fEffects[PlayerOptions::EFFECT_BUMPY] * 40*RageFastSin( fYOffset/16.0f ); return fZPos; @@ -466,7 +466,7 @@ float ArrowEffects::GetZPos( const PlayerState* pPlayerState, int iCol, float fY bool ArrowEffects::NeedZBuffer( const PlayerState* pPlayerState ) { const float* fEffects = pPlayerState->m_CurrentPlayerOptions.m_fEffects; - if( fEffects[PlayerOptions::EFFECT_BUMPY] > 0 ) + if( fEffects[PlayerOptions::EFFECT_BUMPY] != 0 ) return true; return false;