add twirl and roll mods from OpenITG [original code by vyhd]
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+6
-2
@@ -31,9 +31,13 @@ public:
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// fRotation is Z rotation of an arrow. This will depend on the column of
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// the arrow and possibly the Arrow effect and the fYOffset (in the case of
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// EFFECT_DIZZY).
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static float GetRotation( const PlayerState* pPlayerState, float fNoteBeat, bool bIsHoldHead );
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static float ReceptorGetRotation( const PlayerState* pPlayerState );
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static float GetRotationZ( const PlayerState* pPlayerState, float fNoteBeat, bool bIsHoldHead );
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static float ReceptorGetRotationZ( const PlayerState* pPlayerState );
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// Due to the handling logic for holds on Twirl, we need to use an offset instead.
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// It's more intuitive for Roll to be based off offset, so use an offset there too.
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static float GetRotationX( const PlayerState* pPlayerState, float fYOffset );
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static float GetRotationY( const PlayerState *pPlayerState, float fYOffset );
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// fXPos is a horizontal position in pixels relative to the center of the field.
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// This depends on the column of the arrow and possibly the Arrow effect and
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