Several effect fixes and simplifications.
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@@ -87,16 +87,29 @@ float ArrowGetYOffset( PlayerNumber pn, int iCol, float fNoteBeat )
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return fYOffset;
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}
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float ArrowGetYPos( PlayerNumber pn, int iCol, float fYOffset, float fYReverseOffsetPixels )
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{
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float f = fYOffset;
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f *= SCALE( GAMESTATE->m_CurrentPlayerOptions[pn].GetReversePercentForColumn(iCol), 0.f, 1.f, 1.f, -1.f );
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static void ArrowGetReverseShiftAndScale( PlayerNumber pn, int iCol, float fYReverseOffsetPixels, float &fShift, float &fScale )
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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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f += SCALE( GAMESTATE->m_CurrentPlayerOptions[pn].GetReversePercentForColumn(iCol), 0.f, 1.f, -fYReverseOffsetPixels/fZoom/2, fYReverseOffsetPixels/fZoom/2 );
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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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}
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float ArrowGetYPos( PlayerNumber pn, int iCol, float fYOffset, float fYReverseOffsetPixels, bool WithReverse )
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{
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float f = fYOffset;
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if( WithReverse )
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{
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float fShift, fScale;
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ArrowGetReverseShiftAndScale( pn, iCol, fYReverseOffsetPixels, fShift, fScale );
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f *= fScale;
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f += fShift;
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}
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const float* fEffects = GAMESTATE->m_CurrentPlayerOptions[pn].m_fEffects;
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@@ -105,8 +118,25 @@ float ArrowGetYPos( PlayerNumber pn, int iCol, float fYOffset, float fYReverseOf
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return f;
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}
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float ArrowGetYOffsetFromYPos( PlayerNumber pn, int iCol, float YPos, float fYReverseOffsetPixels )
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{
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float f = YPos;
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float ArrowGetXPos( PlayerNumber pn, int iColNum, float fYPos )
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const float* fEffects = GAMESTATE->m_CurrentPlayerOptions[pn].m_fEffects;
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if( fEffects[PlayerOptions::EFFECT_TIPSY] > 0 )
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f -= fEffects[PlayerOptions::EFFECT_TIPSY] * ( cosf( RageTimer::GetTimeSinceStart()*1.2f + iCol*2.f) * ARROW_SIZE*0.4f );
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float fShift, fScale;
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ArrowGetReverseShiftAndScale( pn, iCol, fYReverseOffsetPixels, fShift, fScale );
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f -= fShift;
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if( fScale )
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f /= fScale;
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return f;
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}
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float ArrowGetXPos( PlayerNumber pn, int iColNum, float fYOffset )
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{
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float fPixelOffsetFromCenter = 0;
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@@ -120,7 +150,7 @@ float ArrowGetXPos( PlayerNumber pn, int iColNum, float fYPos )
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const float fRealPixelOffset = GAMESTATE->GetCurrentStyleDef()->m_ColumnInfo[pn][iColNum].fXOffset;
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const float fPositionBetween = SCALE( fRealPixelOffset, fMinX, fMaxX, -1, 1 );
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float fRads = acosf( fPositionBetween );
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fRads += fYPos * 6 / SCREEN_HEIGHT;
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fRads += fYOffset * 6 / SCREEN_HEIGHT;
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const float fAdjustedPixelOffset = SCALE( cosf(fRads), -1, 1, fMinX, fMaxX );
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@@ -128,7 +158,7 @@ float ArrowGetXPos( PlayerNumber pn, int iColNum, float fYPos )
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}
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if( fEffects[PlayerOptions::EFFECT_DRUNK] > 0 )
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fPixelOffsetFromCenter += fEffects[PlayerOptions::EFFECT_DRUNK] * ( cosf( RageTimer::GetTimeSinceStart() + iColNum*0.2f + fYPos*10/SCREEN_HEIGHT) * ARROW_SIZE*0.5f );
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fPixelOffsetFromCenter += fEffects[PlayerOptions::EFFECT_DRUNK] * ( cosf( RageTimer::GetTimeSinceStart() + iColNum*0.2f + fYOffset*10/SCREEN_HEIGHT) * ARROW_SIZE*0.5f );
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if( fEffects[PlayerOptions::EFFECT_FLIP] > 0 )
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{
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// fPixelOffsetFromCenter *= SCALE(fEffects[PlayerOptions::EFFECT_FLIP], 0.f, 1.f, 1.f, -1.f);
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@@ -177,7 +207,7 @@ float ArrowGetXPos( PlayerNumber pn, int iColNum, float fYPos )
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if( bEvenBeat )
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fAmount *= -1;
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const float fShift = 20.0f*fAmount*sinf( fYPos / 15.0f + PI/2.0f );
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const float fShift = 20.0f*fAmount*sinf( fYOffset / 15.0f + PI/2.0f );
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fPixelOffsetFromCenter += fEffects[PlayerOptions::EFFECT_BEAT] * fShift;
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} while(0);
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@@ -199,35 +229,30 @@ float ArrowGetRotation( PlayerNumber pn, float fNoteBeat )
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}
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const float fCenterLine = 160; // from fYPos == 0
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const float fCenterLine = 160; // from fYOffset == 0
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const float fFadeDist = 100;
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// used by ArrowGetAlpha and ArrowGetGlow below
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static float ArrowGetPercentVisible( PlayerNumber pn, int iCol, float fYPos, float fYReverseOffsetPixels )
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static float GetCenterLine( PlayerNumber pn )
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{
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/* Ack. What we're really doing here is unapplying reverse--what we really want is the Y position
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* *with* EFFECT_TIPSY, but without reverse; this is tricky since EFFECT_TIPSY is applied after
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* reverse. This would be more straightforward if we were passed fYPosWORev; we could just apply
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* EFFECT_TIPSY. That would make the interface more complicated, however. */
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const float fMiniPercent = GAMESTATE->m_CurrentPlayerOptions[pn].m_fEffects[PlayerOptions::EFFECT_MINI];
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const float fZoom = 1 - fMiniPercent*0.5f;
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if( GAMESTATE->m_CurrentPlayerOptions[pn].GetReversePercentForColumn(iCol) > 0.5f )
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{
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fYPos -= SCALE( GAMESTATE->m_CurrentPlayerOptions[pn].GetReversePercentForColumn(iCol), 0.f, 1.f, 0.f, fYReverseOffsetPixels/fZoom );
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fYPos /= SCALE( GAMESTATE->m_CurrentPlayerOptions[pn].GetReversePercentForColumn(iCol), 0.f, 1.f, 1.f, -1.f );
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}
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/* Another mini hack: if EFFECT_MINI is on, then our center line is at eg. 320,
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* not 160. */
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return fCenterLine / fZoom;
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}
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/* Another mini hack: if EFFECT_MINI is on, then our fYPos range is eg. 0..640, when we really
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* want 0..320: */
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fYPos *= fZoom;
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// used by ArrowGetAlpha and ArrowGetGlow below
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static float ArrowGetPercentVisible( PlayerNumber pn, int iCol, float fYOffset, float fYReverseOffsetPixels )
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{
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/* Get the YPos without reverse (that is, factor in EFFECT_TIPSY). */
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float fYPos = ArrowGetYPos( pn, iCol, fYOffset, fYReverseOffsetPixels, false );
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const float fDistFromCenterLine = fYPos - fCenterLine;
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const float fDistFromCenterLine = fYPos - GetCenterLine( pn );
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if( fYPos < 0 ) // past Gray Arrows
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return 1; // totally visible
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const float* fAppearances = GAMESTATE->m_CurrentPlayerOptions[pn].m_fAppearances;
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float fVisibleAdjust = 0;
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@@ -246,36 +271,26 @@ static float ArrowGetPercentVisible( PlayerNumber pn, int iCol, float fYPos, flo
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}
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if( fAppearances[PlayerOptions::APPEARANCE_RANDOMVANISH] > 0)
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{
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float fRealCenterLine = GetCenterLine( pn );
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float fRealFadeDist = fFadeDist - 20;
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float adjustment = GAMESTATE->m_CurrentPlayerOptions[pn].m_fScrollSpeed;
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if(adjustment == 0)
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adjustment = 1;
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float fRealCenterLine = fCenterLine / adjustment;
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const float fDistFromRealCenterLine = fYPos - fRealCenterLine;
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float fRealFadeDist = (fFadeDist - 20) / adjustment;
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if(fYPos >= fRealCenterLine + (fRealFadeDist))
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{
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fVisibleAdjust += fAppearances[PlayerOptions::APPEARANCE_RANDOMVANISH] * (SCALE( fDistFromRealCenterLine-fRealFadeDist, 0, (fRealFadeDist), -1, 0 )); // go hidden
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}
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else if(fYPos <= fRealCenterLine - (fRealFadeDist))
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{
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fVisibleAdjust += fAppearances[PlayerOptions::APPEARANCE_RANDOMVANISH] * (SCALE( fDistFromRealCenterLine+fRealFadeDist, 0, -((fRealFadeDist)), -1, 0 )); // suddenly appear
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}
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float fAdj;
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if( fYPos >= fRealCenterLine + fRealFadeDist )
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fAdj = SCALE( fDistFromCenterLine-fRealFadeDist, 0, fRealFadeDist, -1, 0 ); // go hidden
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else if( fYPos <= fRealCenterLine - fRealFadeDist )
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fAdj = SCALE( fDistFromCenterLine+fRealFadeDist, 0, -fRealFadeDist, -1, 0 ); // suddenly appear
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else
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{
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fVisibleAdjust += fAppearances[PlayerOptions::APPEARANCE_RANDOMVANISH] * -1; // be invisible
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}
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fAdj = -1; // be invisible
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fVisibleAdjust += fAppearances[PlayerOptions::APPEARANCE_RANDOMVANISH] * fAdj;
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}
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return clamp( 1+fVisibleAdjust, 0, 1 );
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}
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float ArrowGetAlpha( PlayerNumber pn, int iCol, float fYPos, float fPercentFadeToFail, float fYReverseOffsetPixels )
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float ArrowGetAlpha( PlayerNumber pn, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels )
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{
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// fYPos /= GAMESTATE->m_CurrentPlayerOptions[pn].m_fScrollSpeed;
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float fPercentVisible = ArrowGetPercentVisible(pn,iCol,fYPos,fYReverseOffsetPixels);
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float fPercentVisible = ArrowGetPercentVisible(pn,iCol,fYOffset,fYReverseOffsetPixels);
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if( fPercentFadeToFail != -1 )
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fPercentVisible = 1 - fPercentFadeToFail;
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@@ -283,10 +298,9 @@ float ArrowGetAlpha( PlayerNumber pn, int iCol, float fYPos, float fPercentFadeT
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return (fPercentVisible>0.5f) ? 1.0f : 0.0f;
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}
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float ArrowGetGlow( PlayerNumber pn, int iCol, float fYPos, float fPercentFadeToFail, float fYReverseOffsetPixels )
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float ArrowGetGlow( PlayerNumber pn, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels )
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{
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// fYPos /= GAMESTATE->m_CurrentPlayerOptions[pn].m_fScrollSpeed;
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float fPercentVisible = ArrowGetPercentVisible(pn,iCol,fYPos,fYReverseOffsetPixels);
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float fPercentVisible = ArrowGetPercentVisible(pn,iCol,fYOffset,fYReverseOffsetPixels);
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if( fPercentFadeToFail != -1 )
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fPercentVisible = 1 - fPercentFadeToFail;
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@@ -309,13 +323,13 @@ float ArrowGetBrightness( PlayerNumber pn, float fNoteBeat )
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}
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float ArrowGetZPos( PlayerNumber pn, int iCol, float fYPos )
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float ArrowGetZPos( PlayerNumber pn, int iCol, float fYOffset )
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{
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float fZPos=0;
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const float* fEffects = GAMESTATE->m_CurrentPlayerOptions[pn].m_fEffects;
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if( fEffects[PlayerOptions::EFFECT_BUMPY] > 0 )
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fZPos += fEffects[PlayerOptions::EFFECT_BUMPY] * 40*sinf( fYPos/16.0f );
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fZPos += fEffects[PlayerOptions::EFFECT_BUMPY] * 40*sinf( fYOffset/16.0f );
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return fZPos;
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}
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