revert changes, swap mini<->tiny when loading as a temp solution.
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@@ -56,8 +56,8 @@ static ThemeMetric<float> DRUNK_OFFSET_FREQUENCY( "ArrowEffects", "DrunkOffsetFr
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static ThemeMetric<float> DRUNK_ARROW_MAGNITUDE( "ArrowEffects", "DrunkArrowMagnitude" );
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static ThemeMetric<float> BEAT_OFFSET_HEIGHT( "ArrowEffects", "BeatOffsetHeight" );
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static ThemeMetric<float> BEAT_PI_HEIGHT( "ArrowEffects", "BeatPIHeight" );
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static ThemeMetric<float> TINY_PERCENT_BASE( "ArrowEffects", "TinyPercentBase" );
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static ThemeMetric<float> TINY_PERCENT_GATE( "ArrowEffects", "TinyPercentGate" );
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static ThemeMetric<float> TINY_PERCENT_BASE( "ArrowEffects", "MiniPercentBase" );
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static ThemeMetric<float> TINY_PERCENT_GATE( "ArrowEffects", "MiniPercentGate" );
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static ThemeMetric<bool> DIZZY_HOLD_HEADS( "ArrowEffects", "DizzyHoldHeads" );
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float ArrowGetPercentVisible( const PlayerState* pPlayerState, float fYPosWithoutReverse );
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@@ -489,12 +489,13 @@ float ArrowEffects::GetXPos( const PlayerState* pPlayerState, int iColNum, float
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fPixelOffsetFromCenter += pCols[iColNum].fXOffset;
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if( fEffects[PlayerOptions::EFFECT_TINY] != 0 )
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// XXX: Mini and tiny have names swapped! Fix this. -shakesoda
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if( fEffects[PlayerOptions::EFFECT_MINI] != 0 )
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{
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// Allow Mini to pull tracks together, but not to push them apart.
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float fTinyPercent = fEffects[PlayerOptions::EFFECT_TINY];
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fTinyPercent = min( powf(TINY_PERCENT_BASE, fTinyPercent), (float)TINY_PERCENT_GATE );
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fPixelOffsetFromCenter *= fTinyPercent;
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float fMiniPercent = fEffects[PlayerOptions::EFFECT_MINI];
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fMiniPercent = min( powf(TINY_PERCENT_BASE, fMiniPercent), (float)TINY_PERCENT_GATE );
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fPixelOffsetFromCenter *= fMiniPercent;
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}
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return fPixelOffsetFromCenter;
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+1
-1
@@ -817,7 +817,7 @@ void NoteField::DrawPrimitives()
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float fDrawScale = 1;
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fDrawScale *= 1 + 0.5f * fabsf( current_po.m_fPerspectiveTilt );
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fDrawScale *= 1 + fabsf( current_po.m_fEffects[PlayerOptions::EFFECT_MINI] );
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fDrawScale *= 1 + fabsf( current_po.m_fEffects[PlayerOptions::EFFECT_TINY] );
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iDrawDistanceAfterTargetsPixels = (int)(iDrawDistanceAfterTargetsPixels * fDrawScale);
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iDrawDistanceBeforeTargetsPixels = (int)(iDrawDistanceBeforeTargetsPixels * fDrawScale);
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+2
-2
@@ -867,7 +867,7 @@ void Player::Update( float fDeltaTime )
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Actor::TweenState::MakeWeightedAverage( m_pActorWithComboPosition->DestTweenState(), ts1, ts2, fPercentCentered );
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}
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float fNoteFieldZoom = 1 - fMiniPercent*0.5f;
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float fNoteFieldZoom = 1 - fTinyPercent*0.5f;
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if( m_pNoteField )
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m_pNoteField->SetZoom( fNoteFieldZoom );
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if( m_pActorWithJudgmentPosition != NULL )
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@@ -1488,7 +1488,7 @@ void Player::DrawPrimitives()
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float fTiltDegrees = SCALE(fTilt,-1.f,+1.f,+30,-30) * (bReverse?-1:1);
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float fZoom = SCALE( m_pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects[PlayerOptions::EFFECT_MINI], 0.f, 1.f, 1.f, 0.5f );
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float fZoom = SCALE( m_pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects[PlayerOptions::EFFECT_TINY], 0.f, 1.f, 1.f, 0.5f );
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if( fTilt > 0 )
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fZoom *= SCALE( fTilt, 0.f, 1.f, 1.f, 0.9f );
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else
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@@ -155,8 +155,8 @@ void PlayerOptions::GetMods( vector<RString> &AddTo, bool bForceNoteSkin ) const
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AddPart( AddTo, m_fEffects[EFFECT_DRUNK], "Drunk" );
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AddPart( AddTo, m_fEffects[EFFECT_DIZZY], "Dizzy" );
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AddPart( AddTo, m_fEffects[EFFECT_CONFUSION], "Confusion" );
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AddPart( AddTo, m_fEffects[EFFECT_MINI], "Mini" );
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AddPart( AddTo, m_fEffects[EFFECT_TINY], "Tiny" );
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AddPart( AddTo, m_fEffects[EFFECT_MINI], "Tiny" );
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AddPart( AddTo, m_fEffects[EFFECT_TINY], "Mini" );
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AddPart( AddTo, m_fEffects[EFFECT_FLIP], "Flip" );
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AddPart( AddTo, m_fEffects[EFFECT_INVERT], "Invert" );
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AddPart( AddTo, m_fEffects[EFFECT_TORNADO], "Tornado" );
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