use scaled frame width instead of frame width
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+6
-6
@@ -19,6 +19,7 @@
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<Function name='ComboMaintain'/>
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<Function name='ComboPerRow'/>
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<Function name='ComboTransformCommand'/>
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<Function name='ComboUnderField'/>
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<Function name='ConnectToServer'/>
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<Function name='CourseDifficultyToLocalizedString'/>
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<Function name='CourseTypeToLocalizedString'/>
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@@ -154,6 +155,7 @@
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<Function name='UnlockRewardTypeToLocalizedString'/>
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<Function name='UserPrefAutoSetStyle'/>
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<Function name='UserPrefComboOnRolls'/>
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<Function name='UserPrefComboUnderField'/>
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<Function name='UserPrefFlashyCombo'/>
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<Function name='UserPrefGameplayShowScore'/>
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<Function name='UserPrefGameplayShowStepsDisplay'/>
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@@ -1225,6 +1227,7 @@
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<Function name='GetPathInfoB'/>
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<Function name='GetPathO'/>
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<Function name='GetPathS'/>
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<Function name='GetSelectableThemeNames'/>
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<Function name='GetString'/>
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<Function name='GetThemeAuthor'/>
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<Function name='GetThemeDisplayName'/>
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@@ -1683,8 +1686,6 @@
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<EnumValue name=''RadarCategory_Hands'' value='9'/>
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<EnumValue name=''RadarCategory_Rolls'' value='10'/>
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<EnumValue name=''RadarCategory_Lifts'' value='11'/>
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<EnumValue name=''RadarCategory_MinMidiNote'' value='12'/>
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<EnumValue name=''RadarCategory_MaxMidiNote'' value='13'/>
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</Enum>
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<Enum name='RandomBackgroundMode'>
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<EnumValue name=''RandomBackgroundMode_Off'' value='0'/>
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@@ -1805,8 +1806,7 @@
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<EnumValue name=''StepsType_Pnm_Five'' value='28'/>
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<EnumValue name=''StepsType_Pnm_Nine'' value='29'/>
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<EnumValue name=''StepsType_Guitar_Five'' value='30'/>
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<EnumValue name=''StepsType_Karaoke'' value='31'/>
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<EnumValue name=''StepsType_Lights_Cabinet'' value='32'/>
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<EnumValue name=''StepsType_Lights_Cabinet'' value='31'/>
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</Enum>
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<Enum name='StyleType'>
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<EnumValue name=''StyleType_OnePlayerOneSide'' value='0'/>
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@@ -1896,6 +1896,6 @@
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<Constant name='sGame' value=''dance''/>
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<Constant name='top' value=''VertAlign_Top''/>
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</Constants>
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<Version>sm-ssc v1.0 rc1.5</Version>
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<Date>2010-08-10</Date>
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<Version>sm-ssc v1.0 rc2</Version>
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<Date>2010-08-22</Date>
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</Lua>
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+8
-9
@@ -449,8 +449,8 @@ void NoteDisplay::DrawHoldPart( vector<Sprite*> &vpSpr, int iCol, int fYStep, fl
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const float fRotationY = ArrowEffects::GetRotationY( m_pPlayerState, fYOffset ) * PI/180;
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// if we're rotating, we need to modify the X and Z coords for the outer edges.
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const float fRotOffsetX = fFrameWidth/2 * RageFastCos(fRotationY);
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const float fRotOffsetZ = fFrameWidth/2 * RageFastSin(fRotationY);
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const float fRotOffsetX = (fScaledFrameWidth/2) * RageFastCos(fRotationY);
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const float fRotOffsetZ = (fScaledFrameWidth/2) * RageFastSin(fRotationY);
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//const float fXLeft = fX - (fScaledFrameWidth/2);
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const float fXLeft = fX - fRotOffsetX;
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@@ -458,6 +458,7 @@ void NoteDisplay::DrawHoldPart( vector<Sprite*> &vpSpr, int iCol, int fYStep, fl
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//const float fXRight = fX + (fScaledFrameWidth/2);
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const float fXRight = fX + fRotOffsetX;
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const float fZLeft = fZ - fRotOffsetZ;
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const float fZCenter = fZ;
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const float fZRight = fZ + fRotOffsetZ;
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const float fDistFromTop = fY - fYTop;
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@@ -471,7 +472,7 @@ void NoteDisplay::DrawHoldPart( vector<Sprite*> &vpSpr, int iCol, int fYStep, fl
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bAllAreTransparent = false;
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queue.v[0].p = RageVector3(fXLeft, fY, fZLeft); queue.v[0].c = color; queue.v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop);
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queue.v[1].p = RageVector3(fXCenter, fY, fZ); queue.v[1].c = color; queue.v[1].t = RageVector2(fTexCoordCenter, fTexCoordTop);
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queue.v[1].p = RageVector3(fXCenter, fY, fZCenter); queue.v[1].c = color; queue.v[1].t = RageVector2(fTexCoordCenter, fTexCoordTop);
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queue.v[2].p = RageVector3(fXRight, fY, fZRight); queue.v[2].c = color; queue.v[2].t = RageVector2(fTexCoordRight, fTexCoordTop);
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queue.v+=3;
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@@ -679,13 +680,11 @@ void NoteDisplay::DrawActor( const TapNote& tn, Actor* pActor, NotePart part, in
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const float fGlow = ArrowEffects::GetGlow( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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const RageColor diffuse = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
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const RageColor glow = RageColor(1,1,1,fGlow);
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float fRotationX = 0;
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float fRotationY = 0;
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float fRotationZ = 0;
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float fRotationX = 0, fRotationY = 0, fRotationZ = 0;
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fRotationX = ArrowEffects::GetRotationX( m_pPlayerState, fYOffset );
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fRotationY = ArrowEffects::GetRotationY( m_pPlayerState, fYOffset );
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fRotationZ = ArrowEffects::GetRotationZ( m_pPlayerState, fBeat, tn.type == tn.hold_head );
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fRotationX = ArrowEffects::GetRotationX( m_pPlayerState, fYOffset );
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fRotationY = ArrowEffects::GetRotationY( m_pPlayerState, fYOffset );
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fRotationZ = ArrowEffects::GetRotationZ( m_pPlayerState, fBeat, tn.type == tn.hold_head );
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if( tn.type != tn.hold_head )
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fColorScale *= ArrowEffects::GetBrightness( m_pPlayerState, fBeat );
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