float ArrowEffects::GetAlpha( const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels ) { float fPercentVisible = ArrowGetPercentVisible(pPlayerState,iCol,fYOffset,fYReverseOffsetPixels); if( fPercentFadeToFail != -1 ) fPercentVisible = 1 - fPercentFadeToFail; return (fPercentVisible>0.5f) ? 1.0f : 0.0f; }
float ArrowGetAlpha( PlayerNumber pn, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels ) { float fPercentVisible = ArrowGetPercentVisible(pn,iCol,fYOffset,fYReverseOffsetPixels); if( fPercentFadeToFail != -1 ) fPercentVisible = 1 - fPercentFadeToFail; return (fPercentVisible>0.5f) ? 1.0f : 0.0f; }
float ArrowEffects::GetGlow( const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels ) { float fPercentVisible = ArrowGetPercentVisible(pPlayerState,iCol,fYOffset,fYReverseOffsetPixels); if( fPercentFadeToFail != -1 ) fPercentVisible = 1 - fPercentFadeToFail; const float fDistFromHalf = fabsf( fPercentVisible - 0.5f ); return SCALE( fDistFromHalf, 0, 0.5f, 1.3f, 0 ); }
float ArrowEffects::GetGlow(int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar) { // Get the YPos without reverse (that is, factor in EFFECT_TIPSY). float fYPosWithoutReverse = ArrowEffects::GetYPos(iCol, fYOffset, fYReverseOffsetPixels, false ); float fPercentVisible = ArrowGetPercentVisible(fYPosWithoutReverse ); if( fPercentFadeToFail != -1 ) fPercentVisible = 1 - fPercentFadeToFail; const float fDistFromHalf = fabsf( fPercentVisible - 0.5f ); return SCALE( fDistFromHalf, 0, 0.5f, 1.3f, 0 ); }
float ArrowEffects::GetAlpha(int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar) { // Get the YPos without reverse (that is, factor in EFFECT_TIPSY). float fYPosWithoutReverse = ArrowEffects::GetYPos(iCol, fYOffset, fYReverseOffsetPixels, false ); float fPercentVisible = ArrowGetPercentVisible(fYPosWithoutReverse); if( fPercentFadeToFail != -1 ) fPercentVisible = 1 - fPercentFadeToFail; float fFullAlphaY = fDrawDistanceBeforeTargetsPixels*(1-fFadeInPercentOfDrawFar); if( fYPosWithoutReverse > fFullAlphaY ) { float f = SCALE( fYPosWithoutReverse, fFullAlphaY, fDrawDistanceBeforeTargetsPixels, 1.0f, 0.0f ); return f; } return (fPercentVisible>0.5f) ? 1.0f : 0.0f; }