fixed several bugs related to codes
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@@ -27,7 +27,7 @@ float ArrowGetYOffset( PlayerNumber pn, float fNoteBeat )
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float fYOffset = fBeatsUntilStep * ARROW_GAP;
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/* With both boost and wave enabled, the effect is that the
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* notes "bufferr" at the bottom of the screen and shoot out
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* notes "buffer" at the bottom of the screen and shoot out
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* at high speed.
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*
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* With wave first, the boost appears halfway down the screen.
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@@ -35,10 +35,9 @@ float ArrowGetYOffset( PlayerNumber pn, float fNoteBeat )
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*
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* I'm not sure which is better. - glenn
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*/
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int EffectType = GAMESTATE->m_PlayerOptions[pn].m_EffectType;
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if ( EffectType & PlayerOptions::EFFECT_BOOST )
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if( GAMESTATE->m_PlayerOptions[pn].m_bBoost )
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fYOffset *= 1.4f / ((fYOffset+SCREEN_HEIGHT/1.6f)/SCREEN_HEIGHT);
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if ( EffectType & PlayerOptions::EFFECT_WAVE )
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if( GAMESTATE->m_PlayerOptions[pn].m_bEffects[PlayerOptions::EFFECT_WAVE] )
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fYOffset += 15.0f*sinf( fYOffset/38.0f );
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return fYOffset;
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@@ -48,11 +47,11 @@ float ArrowGetXPos( PlayerNumber pn, int iColNum, float fYPos )
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{
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float fPixelOffsetFromCenter = GAMESTATE->GetCurrentStyleDef()->m_ColumnInfo[pn][iColNum].fXOffset;
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if( GAMESTATE->m_PlayerOptions[pn].m_EffectType & PlayerOptions::EFFECT_DRUNK )
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if( GAMESTATE->m_PlayerOptions[pn].m_bEffects[PlayerOptions::EFFECT_DRUNK] )
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fPixelOffsetFromCenter += cosf( TIMER->GetTimeSinceStart() + iColNum*0.2f + fYPos*6/SCREEN_HEIGHT) * ARROW_SIZE*0.5f;
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if( GAMESTATE->m_PlayerOptions[pn].m_EffectType & PlayerOptions::EFFECT_FLIP )
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if( GAMESTATE->m_PlayerOptions[pn].m_bEffects[PlayerOptions::EFFECT_FLIP] )
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fPixelOffsetFromCenter = -fPixelOffsetFromCenter;
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if( GAMESTATE->m_PlayerOptions[pn].m_EffectType & PlayerOptions::EFFECT_TORNADO )
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if( GAMESTATE->m_PlayerOptions[pn].m_bEffects[PlayerOptions::EFFECT_TORNADO] )
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{
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const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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float fMaxX = -100000, fMinX = +100000;
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@@ -76,7 +75,7 @@ float ArrowGetRotation( PlayerNumber pn, int iColNum, float fYOffset )
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{
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float fRotation = 0; //StyleDef.m_ColumnToRotation[iColNum];
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if( GAMESTATE->m_PlayerOptions[pn].m_EffectType & PlayerOptions::EFFECT_DIZZY)
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if( GAMESTATE->m_PlayerOptions[pn].m_bEffects[PlayerOptions::EFFECT_DIZZY] )
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fRotation += fYOffset/SCREEN_HEIGHT*6;
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return fRotation;
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