Address PR feedback.

This commit is contained in:
Brian Phlipot
2022-12-23 12:34:02 -07:00
committed by teejusb
parent 4a6b1a743c
commit d079940fea
44 changed files with 259 additions and 236 deletions
+20 -20
View File
@@ -319,8 +319,8 @@ void ArrowEffects::Update()
const Style::ColumnInfo* pCols = pStyle->m_ColumnInfo[pn];
const SongPosition &position = GAMESTATE->m_bIsUsingStepTiming
? GAMESTATE->m_pPlayerState[pn]->m_Position : GAMESTATE->m_Position;
const auto& effects= GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.GetCurrent().m_fEffects;
const auto& accels= GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.GetCurrent().m_fAccels;
const float* effects= GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.GetCurrent().m_fEffects;
const float* accels= GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.GetCurrent().m_fAccels;
PerPlayerData &data = g_EffectData[pn];
@@ -514,8 +514,8 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float
return fYOffset * fScrollSpeed;
}
const auto& fAccels = curr_options->m_fAccels;
const auto& fEffects = curr_options->m_fEffects;
const float* fAccels = curr_options->m_fAccels;
const float* fEffects = curr_options->m_fEffects;
// TODO: Don't index by PlayerNumber.
PerPlayerData &data = g_EffectData[pPlayerState->m_PlayerNumber];
@@ -636,7 +636,7 @@ float ArrowEffects::GetYPos( const PlayerState* pPlayerState, int iCol, float fY
// TODO: Don't index by PlayerNumber.
const Style* pStyle = GAMESTATE->GetCurrentStyle(pPlayerState->m_PlayerNumber);
const Style::ColumnInfo* pCols = pStyle->m_ColumnInfo[pPlayerState->m_PlayerNumber];
const auto& fEffects = curr_options->m_fEffects;
const float* fEffects = curr_options->m_fEffects;
// Doing the math with a precalculated result of 0 should be faster than
// checking whether tipsy is on. -Kyz
@@ -669,7 +669,7 @@ float ArrowEffects::GetYOffsetFromYPos(int iCol, float YPos, float fYReverseOffs
{
float f = YPos;
const auto& fEffects = curr_options->m_fEffects;
const float* fEffects = curr_options->m_fEffects;
// Doing the math with a precalculated result of 0 should be faster than
// checking whether tipsy is on. -Kyz
// TODO: Don't index by PlayerNumber.
@@ -694,7 +694,7 @@ float ArrowEffects::GetXPos( const PlayerState* pPlayerState, int iColNum, float
float fPixelOffsetFromCenter = 0; // fill this in below
const Style* pStyle = GAMESTATE->GetCurrentStyle(pPlayerState->m_PlayerNumber);
const auto& fEffects = curr_options->m_fEffects;
const float* fEffects = curr_options->m_fEffects;
// TODO: Don't index by PlayerNumber.
const Style::ColumnInfo* pCols = pStyle->m_ColumnInfo[pPlayerState->m_PlayerNumber];
@@ -864,7 +864,7 @@ float ArrowEffects::GetXPos( const PlayerState* pPlayerState, int iColNum, float
float ArrowEffects::GetRotationX(const PlayerState* pPlayerState, float fYOffset, bool bIsHoldCap, int iCol)
{
const auto& fEffects = curr_options->m_fEffects;
const float* fEffects = curr_options->m_fEffects;
float fRotation = 0;
if( fEffects[PlayerOptions::EFFECT_CONFUSION_X] != 0 || fEffects[PlayerOptions::EFFECT_CONFUSION_X_OFFSET] != 0 ||
curr_options->m_fConfusionX[iCol] != 0
@@ -879,7 +879,7 @@ float ArrowEffects::GetRotationX(const PlayerState* pPlayerState, float fYOffset
float ArrowEffects::GetRotationY(const PlayerState* pPlayerState, float fYOffset, int iCol)
{
const auto& fEffects = curr_options->m_fEffects;
const float* fEffects = curr_options->m_fEffects;
float fRotation = 0;
if( fEffects[PlayerOptions::EFFECT_CONFUSION_Y] != 0 || fEffects[PlayerOptions::EFFECT_CONFUSION_Y_OFFSET] != 0 ||
curr_options->m_fConfusionY[iCol] != 0
@@ -894,7 +894,7 @@ float ArrowEffects::GetRotationY(const PlayerState* pPlayerState, float fYOffset
float ArrowEffects::GetRotationZ( const PlayerState* pPlayerState, float fNoteBeat, bool bIsHoldHead, int iCol )
{
const auto& fEffects = curr_options->m_fEffects;
const float* fEffects = curr_options->m_fEffects;
float fRotation = 0;
if( fEffects[PlayerOptions::EFFECT_CONFUSION] != 0 || fEffects[PlayerOptions::EFFECT_CONFUSION_OFFSET] != 0 ||
curr_options->m_fConfusionZ[iCol] != 0
@@ -916,7 +916,7 @@ float ArrowEffects::GetRotationZ( const PlayerState* pPlayerState, float fNoteBe
float ArrowEffects::ReceptorGetRotationZ( const PlayerState* pPlayerState, int iCol )
{
const auto& fEffects = curr_options->m_fEffects;
const float* fEffects = curr_options->m_fEffects;
float fRotation = 0;
if( curr_options->m_fConfusionZ[iCol] != 0 )
@@ -939,7 +939,7 @@ float ArrowEffects::ReceptorGetRotationZ( const PlayerState* pPlayerState, int i
float ArrowEffects::ReceptorGetRotationX( const PlayerState* pPlayerState, int iCol )
{
const auto& fEffects = curr_options->m_fEffects;
const float* fEffects = curr_options->m_fEffects;
float fRotation = 0;
if( curr_options->m_fConfusionX[iCol] != 0 )
@@ -962,7 +962,7 @@ float ArrowEffects::ReceptorGetRotationX( const PlayerState* pPlayerState, int i
float ArrowEffects::ReceptorGetRotationY( const PlayerState* pPlayerState, int iCol )
{
const auto& fEffects = curr_options->m_fEffects;
const float* fEffects = curr_options->m_fEffects;
float fRotation = 0;
if( curr_options->m_fConfusionY[iCol] != 0 )
@@ -985,7 +985,7 @@ float ArrowEffects::ReceptorGetRotationY( const PlayerState* pPlayerState, int i
float ArrowEffects::GetMoveX(int iCol)
{
const auto& fMoves = curr_options->m_fMovesX;
const float* fMoves = curr_options->m_fMovesX;
float f = 0;
if( fMoves[iCol] != 0 )
f += ARROW_SIZE * fMoves[iCol];
@@ -994,7 +994,7 @@ float ArrowEffects::GetMoveX(int iCol)
float ArrowEffects::GetMoveY(int iCol)
{
const auto& fMoves = curr_options->m_fMovesY;
const float* fMoves = curr_options->m_fMovesY;
float f = 0;
if( fMoves[iCol] != 0 )
f += ARROW_SIZE * fMoves[iCol];
@@ -1003,7 +1003,7 @@ float ArrowEffects::GetMoveY(int iCol)
float ArrowEffects::GetMoveZ(int iCol)
{
const auto& fMoves = curr_options->m_fMovesZ;
const float* fMoves = curr_options->m_fMovesZ;
float f = 0;
if( fMoves[iCol] != 0 )
f += ARROW_SIZE * fMoves[iCol];
@@ -1024,7 +1024,7 @@ static float GetCenterLine()
static float GetHiddenSudden()
{
const auto& fAppearances = curr_options->m_fAppearances;
const float* fAppearances = curr_options->m_fAppearances;
return fAppearances[PlayerOptions::APPEARANCE_HIDDEN] *
fAppearances[PlayerOptions::APPEARANCE_SUDDEN];
}
@@ -1084,7 +1084,7 @@ float ArrowGetPercentVisible(float fYPosWithoutReverse, int iCol, float fYOffset
if( fYPos < 0 && curr_options->m_bStealthPastReceptors == false) // past Gray Arrows
return 1; // totally visible
const auto& fAppearances = curr_options->m_fAppearances;
const float* fAppearances = curr_options->m_fAppearances;
float fVisibleAdjust = 0;
@@ -1173,7 +1173,7 @@ float ArrowEffects::GetBrightness( const PlayerState* pPlayerState, float fNoteB
float ArrowEffects::GetZPos( const PlayerState* pPlayerState, int iCol, float fYOffset)
{
float fZPos=0;
const auto& fEffects = curr_options->m_fEffects;
const float* fEffects = curr_options->m_fEffects;
const Style* pStyle = GAMESTATE->GetCurrentStyle(pPlayerState->m_PlayerNumber);
// TODO: Don't index by PlayerNumber.
@@ -1295,7 +1295,7 @@ float ArrowEffects::GetZPos( const PlayerState* pPlayerState, int iCol, float fY
bool ArrowEffects::NeedZBuffer()
{
const auto& fEffects = curr_options->m_fEffects;
const float* fEffects = curr_options->m_fEffects;
// We also need to use the Z buffer if twirl is in play, because of
// hold modulation. -vyhd (OpenITG r623)
if( fEffects[PlayerOptions::EFFECT_BUMPY] != 0 ||