real arrow visibility fix
fix numbers not actually being random
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@@ -23,7 +23,7 @@ static float GetNoteFieldHeight( PlayerNumber pn )
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/* For visibility testing: if iAbsolute is -1, then all random modifiers must return
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* the minimal possible offset; if +1, they must return the maximum possible offset.
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* When actually rendering, iAbsolute is 0. */
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float ArrowGetYOffset( PlayerNumber pn, int iCol, float fNoteBeat, int iAbsolute )
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float ArrowGetYOffset( PlayerNumber pn, int iCol, float fNoteBeat, bool bAbsolute )
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{
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float fYOffset = 0;
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@@ -86,17 +86,14 @@ float ArrowGetYOffset( PlayerNumber pn, int iCol, float fNoteBeat, int iAbsolute
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fYOffset += fAccels[PlayerOptions::ACCEL_BOOMERANG] * (fYOffset * SCALE( fYOffset, 0.f, SCREEN_HEIGHT, 1.5f, 0.5f )- fYOffset);
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float fScrollSpeed = GAMESTATE->m_CurrentPlayerOptions[pn].m_fScrollSpeed;
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if( GAMESTATE->m_CurrentPlayerOptions[pn].m_fRandomSpeed > 1.0f )
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if( GAMESTATE->m_CurrentPlayerOptions[pn].m_fRandomSpeed > 1.0f && !bAbsolute )
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{
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int seed = GAMESTATE->m_iRoundSeed + ( BeatToNoteRow( fNoteBeat ) << 8 ) + (iCol * 100);
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float fRandom;
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switch( iAbsolute )
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{
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case 0: fRandom = RandomFloat( seed ); break;
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case -1: fRandom = 1.0f; break; /* highest scroll speed = lowest visibility */
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case +1: fRandom = 0.0f; break;
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default: FAIL_M( ssprintf("%i",iAbsolute) );
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};
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/* Temporary hack: the first call to RandomFloat isn't "random"; it takes an extra
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* call to get the RNG rolling. */
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RandomFloat( seed );
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float fRandom = RandomFloat( seed );
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fScrollSpeed *=
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SCALE( fRandom,
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