same logic for combo positioning as judgement
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+18
-19
@@ -96,7 +96,6 @@ public:
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};
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RString COMBO_X_NAME( size_t p, size_t both_sides ) { return "ComboXOffset" + (both_sides ? RString("BothSides") : ssprintf("OneSideP%d",int(p+1)) ); }
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RString ATTACK_DISPLAY_X_NAME( size_t p, size_t both_sides ) { return "AttackDisplayXOffset" + (both_sides ? RString("BothSides") : ssprintf("OneSideP%d",int(p+1)) ); }
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/* Distance to search for a note in Step(), in seconds. */
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@@ -199,11 +198,6 @@ void Player::Init(
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{
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GRAY_ARROWS_Y_STANDARD.Load( sType, "ReceptorArrowsYStandard" );
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GRAY_ARROWS_Y_REVERSE.Load( sType, "ReceptorArrowsYReverse" );
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COMBO_X.Load( sType, COMBO_X_NAME, NUM_PLAYERS, 2 );
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COMBO_Y.Load( sType, "ComboY" );
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COMBO_Y_REVERSE.Load( sType, "ComboYReverse" );
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COMBO_CENTERED_ADDY.Load( sType, "ComboCenteredAddY" );
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COMBO_CENTERED_ADDY_REVERSE.Load( sType, "ComboCenteredAddYReverse" );
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ATTACK_DISPLAY_X.Load( sType, ATTACK_DISPLAY_X_NAME, NUM_PLAYERS, 2 );
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ATTACK_DISPLAY_Y.Load( sType, "AttackDisplayY" );
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ATTACK_DISPLAY_Y_REVERSE.Load( sType, "AttackDisplayYReverse" );
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@@ -222,9 +216,13 @@ void Player::Init(
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LuaReference expr = THEME->GetMetricR( sType,"JudgmentTransformCommand" );
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bool bPlayerUsingBothSides = GAMESTATE->GetCurrentStyle()->m_StyleType==StyleType_OnePlayerTwoSides;
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Actor temp;
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temp.SetName( "Judgment" );
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ActorUtil::LoadCommand( temp, sType, "Transform" );
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Actor TempJudgment;
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TempJudgment.SetName( "Judgment" );
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ActorUtil::LoadCommand( TempJudgment, sType, "Transform" );
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Actor TempCombo;
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TempCombo.SetName( "Combo" );
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ActorUtil::LoadCommand( TempCombo, sType, "Transform" );
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int iEnabledPlayerIndex = -1;
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int iNumEnabledPlayers = 0;
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@@ -266,9 +264,11 @@ void Player::Init(
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msg.SetParam( "bReverse", !!i );
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msg.SetParam( "bCentered", !!j );
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temp.HandleMessage( msg );
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m_tsJudgment[i][j] = temp.DestTweenState();
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TempJudgment.HandleMessage( msg );
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m_tsJudgment[i][j] = TempJudgment.DestTweenState();
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TempCombo.HandleMessage( msg );
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m_tsCombo[i][j] = TempCombo.DestTweenState();
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}
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}
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}
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@@ -444,10 +444,7 @@ void Player::Load()
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m_pNoteField->Load( &m_NoteData, iDrawDistanceAfterTargetsPixels, iDrawDistanceBeforeTargetsPixels );
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}
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const bool bReverse = m_pPlayerState->m_PlayerOptions.GetStage().GetReversePercentForColumn( 0 ) == 1;
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bool bPlayerUsingBothSides = GAMESTATE->GetCurrentStyle()->m_StyleType==StyleType_OnePlayerTwoSides;
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m_Combo->SetX( COMBO_X.GetValue(pn, bPlayerUsingBothSides) );
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m_Combo->SetY( bReverse ? COMBO_Y_REVERSE : COMBO_Y );
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if( m_pAttackDisplay )
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m_pAttackDisplay->SetX( ATTACK_DISPLAY_X.GetValue(pn, bPlayerUsingBothSides) - 40 );
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// set this in Update //m_pAttackDisplay->SetY( bReverse ? ATTACK_DISPLAY_Y_REVERSE : ATTACK_DISPLAY_Y );
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@@ -562,10 +559,6 @@ void Player::Update( float fDeltaTime )
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const bool bReverse = m_pPlayerState->m_PlayerOptions.GetCurrent().GetReversePercentForColumn(0) == 1;
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float fPercentCentered = m_pPlayerState->m_PlayerOptions.GetCurrent().m_fScrolls[PlayerOptions::SCROLL_CENTERED];
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m_Combo->SetY(
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bReverse ?
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COMBO_Y_REVERSE + fPercentCentered * COMBO_CENTERED_ADDY_REVERSE :
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COMBO_Y + fPercentCentered * COMBO_CENTERED_ADDY );
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{
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const Actor::TweenState &ts1 = m_tsJudgment[bReverse?1:0][0];
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@@ -573,6 +566,12 @@ void Player::Update( float fDeltaTime )
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Actor::TweenState::MakeWeightedAverage( m_pJudgment->DestTweenState(), ts1, ts2, fPercentCentered );
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}
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{
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const Actor::TweenState &ts1 = m_tsCombo[bReverse?1:0][0];
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const Actor::TweenState &ts2 = m_tsCombo[bReverse?1:0][1];
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Actor::TweenState::MakeWeightedAverage( m_Combo->DestTweenState(), ts1, ts2, fPercentCentered );
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}
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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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