Initial Techno Motion support - SINGLE8 and VERSUS8
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@@ -552,11 +552,18 @@ void NoteDisplay::DrawHoldBody( const HoldNote& hn, const bool bIsBeingHeld, flo
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DISPLAY->SetTextureWrapping( true );
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const float fFrameWidth = pSprBody->GetUnzoomedWidth();
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float fFrameWidth = pSprBody->GetUnzoomedWidth();
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const float fFrameHeight = pSprBody->GetUnzoomedHeight();
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const float fYBodyTop = fYHead + cache->m_iStartDrawingHoldBodyOffsetFromHead;
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const float fYBodyBottom = fYTail + cache->m_iStopDrawingHoldBodyOffsetFromTail;
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// To get the hold body textures to look correct on longer hold arrows, you need to have
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// SetTextureWrapping() be set to true above. However, this ends up defeating the scaling
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// done on the Sprite itself. As a result, if we want this to be the appropriate size
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// for 2-player 8-panel (techno versus), then we need to shrink it to 80% manually here.
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if( GAMESTATE->m_CurGame == GAME_TECHNO && GAMESTATE->m_CurStyle == STYLE_TECHNO_VERSUS8 )
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fFrameWidth *= (float)0.8;
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const bool bReverse = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].GetReversePercentForColumn(iCol) > 0.5;
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bool bAnchorToBottom = bReverse && cache->m_bFlipHeadAndTailWhenReverse;
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