name cleanup. Replace:

StartDrawingAtPixels
 FirstPixelToDraw
 YStartOffset
 DrawFarY
with:
 DrawDistanceAfterTargetsPixels
This commit is contained in:
Chris Danford
2006-11-13 06:12:38 +00:00
parent 06e30d1f45
commit bf20880ba9
9 changed files with 108 additions and 105 deletions
+4 -4
View File
@@ -512,7 +512,7 @@ float ArrowGetPercentVisible( const PlayerState* pPlayerState, int iCol, float f
return clamp( 1+fVisibleAdjust, 0, 1 );
}
float ArrowEffects::GetAlpha( const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawFarY, float fFadeInPercentOfDrawFar )
float ArrowEffects::GetAlpha( const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
{
float fPercentVisible = ArrowGetPercentVisible(pPlayerState,iCol,fYOffset,fYReverseOffsetPixels);
@@ -523,10 +523,10 @@ float ArrowEffects::GetAlpha( const PlayerState* pPlayerState, int iCol, float f
/* Get the YPos without reverse (that is, factor in EFFECT_TIPSY). */
float fYPos = ArrowEffects::GetYPos( pPlayerState, iCol, fYOffset, fYReverseOffsetPixels, false );
float fFullAlphaY = fDrawFarY*(1-fFadeInPercentOfDrawFar);
float fFullAlphaY = fDrawDistanceBeforeTargetsPixels*(1-fFadeInPercentOfDrawFar);
if( fYPos > fFullAlphaY )
{
float f = SCALE( fYPos, fFullAlphaY, fDrawFarY, 1.0f, 0.0f );
float f = SCALE( fYPos, fFullAlphaY, fDrawDistanceBeforeTargetsPixels, 1.0f, 0.0f );
return f;
}
@@ -534,7 +534,7 @@ float ArrowEffects::GetAlpha( const PlayerState* pPlayerState, int iCol, float f
return (fPercentVisible>0.5f) ? 1.0f : 0.0f;
}
float ArrowEffects::GetGlow( const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawFarY, float fFadeInPercentOfDrawFar )
float ArrowEffects::GetGlow( const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
{
float fPercentVisible = ArrowGetPercentVisible(pPlayerState,iCol,fYOffset,fYReverseOffsetPixels);