[ArrowEffects] add QuantizeArrowYPosition metric
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@@ -18,6 +18,7 @@ sm-ssc v1.2.1 | 201102??
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* [ScreenOptionsMemoryCard] Added three strings: "(no label)", "size ???", and
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"%dMB". [AJ]
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* [ScreenSelectMusic] Added RouletteTimerSeconds metric. [AJ]
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* [ArrowEffects] Added QuantizeArrowYPosition metric. [AJ]
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20110208
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--------
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@@ -135,6 +135,7 @@ BrakeModMinClamp=-400
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BrakeModMaxClamp=400
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WaveModMagnitude=20
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WaveModHeight=38
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QuantizeArrowYPosition=false
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[Background]
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# Background stuff. again, its usually a better idea to leave this alone
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@@ -23,6 +23,7 @@ static ThemeMetric<float> BRAKE_MOD_MIN_CLAMP( "ArrowEffects", "BrakeModMinClamp
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static ThemeMetric<float> BRAKE_MOD_MAX_CLAMP( "ArrowEffects", "BrakeModMaxClamp" );
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static ThemeMetric<float> WAVE_MOD_MAGNITUDE( "ArrowEffects", "WaveModMagnitude" );
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static ThemeMetric<float> WAVE_MOD_HEIGHT( "ArrowEffects", "WaveModHeight" );
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static ThemeMetric<bool> QUANTIZE_ARROW_Y( "ArrowEffects", "QuantizeArrowYPosition");
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static float GetNoteFieldHeight( const PlayerState* pPlayerState )
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{
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@@ -318,9 +319,8 @@ float ArrowEffects::GetYPos( const PlayerState* pPlayerState, int iCol, float fY
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// In beware's DDR Extreme-focused fork of StepMania 3.9, this value is
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// floored, making arrows show on integer Y coordinates. Supposedly it makes
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// the arrows look better, but testing needs to be done.
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// todo: make this a noteskin metric ("QuantizeArrowYPosition") -aj
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return f;
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//return floor(f);
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// todo: make this a noteskin metric instead of a theme metric? -aj
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return QUANTIZE_ARROW_Y ? floor(f) : f;
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}
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float ArrowEffects::GetYOffsetFromYPos( const PlayerState* pPlayerState, int iCol, float YPos, float fYReverseOffsetPixels )
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