one less GetYPos call per arrow

This commit is contained in:
Glenn Maynard
2006-11-13 18:38:29 +00:00
parent 81b1ed162b
commit e7d4ff3495
+6 -6
View File
@@ -467,11 +467,8 @@ static float GetSuddenStartLine( const PlayerState* pPlayerState )
}
// used by ArrowGetAlpha and ArrowGetGlow below
float ArrowGetPercentVisible( const PlayerState* pPlayerState, int iCol, float fYOffset, float fYReverseOffsetPixels )
float ArrowGetPercentVisible( const PlayerState* pPlayerState, float fYPosWithoutReverse )
{
/* Get the YPos without reverse (that is, factor in EFFECT_TIPSY). */
float fYPosWithoutReverse = ArrowEffects::GetYPos( pPlayerState, iCol, fYOffset, fYReverseOffsetPixels, false );
const float fDistFromCenterLine = fYPosWithoutReverse - GetCenterLine( pPlayerState );
if( fYPosWithoutReverse < 0 ) // past Gray Arrows
@@ -517,7 +514,7 @@ float ArrowEffects::GetAlpha( const PlayerState* pPlayerState, int iCol, float f
/* Get the YPos without reverse (that is, factor in EFFECT_TIPSY). */
float fYPosWithoutReverse = ArrowEffects::GetYPos( pPlayerState, iCol, fYOffset, fYReverseOffsetPixels, false );
float fPercentVisible = ArrowGetPercentVisible(pPlayerState,iCol,fYOffset,fYReverseOffsetPixels);
float fPercentVisible = ArrowGetPercentVisible( pPlayerState, fYPosWithoutReverse );
if( fPercentFadeToFail != -1 )
fPercentVisible = 1 - fPercentFadeToFail;
@@ -536,7 +533,10 @@ float ArrowEffects::GetAlpha( const PlayerState* pPlayerState, int iCol, float f
float ArrowEffects::GetGlow( const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
{
float fPercentVisible = ArrowGetPercentVisible(pPlayerState,iCol,fYOffset,fYReverseOffsetPixels);
/* Get the YPos without reverse (that is, factor in EFFECT_TIPSY). */
float fYPosWithoutReverse = ArrowEffects::GetYPos( pPlayerState, iCol, fYOffset, fYReverseOffsetPixels, false );
float fPercentVisible = ArrowGetPercentVisible( pPlayerState, fYPosWithoutReverse );
if( fPercentFadeToFail != -1 )
fPercentVisible = 1 - fPercentFadeToFail;