add "converge" mod
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@@ -88,14 +88,18 @@ float ArrowGetYOffset( PlayerNumber pn, int iCol, float fNoteBeat )
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}
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static void ArrowGetReverseShiftAndScale( PlayerNumber pn, int iCol, float fYReverseOffsetPixels, float &fShift, float &fScale )
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static void ArrowGetReverseShiftAndScale( PlayerNumber pn, int iCol, float fYReverseOffsetPixels, float &fShiftOut, float &fScaleOut )
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{
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/* XXX: Hack: we need to scale the reverse shift by the zoom. */
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float fMiniPercent = GAMESTATE->m_CurrentPlayerOptions[pn].m_fEffects[PlayerOptions::EFFECT_MINI];
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float fZoom = 1 - fMiniPercent*0.5f;
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fShift = SCALE( GAMESTATE->m_CurrentPlayerOptions[pn].GetReversePercentForColumn(iCol), 0.f, 1.f, -fYReverseOffsetPixels/fZoom/2, fYReverseOffsetPixels/fZoom/2 );
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fScale = SCALE( GAMESTATE->m_CurrentPlayerOptions[pn].GetReversePercentForColumn(iCol), 0.f, 1.f, 1.f, -1.f);
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float fPercentReverse = GAMESTATE->m_CurrentPlayerOptions[pn].GetReversePercentForColumn(iCol);
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fShiftOut = SCALE( fPercentReverse, 0.f, 1.f, -fYReverseOffsetPixels/fZoom/2, fYReverseOffsetPixels/fZoom/2 );
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float fPercentConverge = GAMESTATE->m_CurrentPlayerOptions[pn].m_fScrolls[PlayerOptions::SCROLL_CONVERGE];
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fShiftOut = SCALE( fPercentConverge, 0.f, 1.f, fShiftOut, 0.5f );
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fScaleOut = SCALE( fPercentReverse, 0.f, 1.f, 1.f, -1.f);
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}
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float ArrowGetYPos( PlayerNumber pn, int iCol, float fYOffset, float fYReverseOffsetPixels, bool WithReverse )
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