Commented HitFX scaling on FX buttons
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@ -103,7 +103,7 @@ local function setUpTransform(critCenterX, critCenterY, critRotation, xScalar)
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end
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end
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function HitFX.renderLasers(deltaTime, critCenterX, critCenterY, critRotation, cursors)
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function HitFX.renderLasers(deltaTime, critCenterX, critCenterY, critRotation, cursors)
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local baseHitSize = 325 * 1.25;
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local hitSize = 406
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-- Lasers
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-- Lasers
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for laser = 1, 2 do
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for laser = 1, 2 do
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@ -133,28 +133,28 @@ function HitFX.renderLasers(deltaTime, critCenterX, critCenterY, critRotation, c
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laserState.Dome:render(deltaTime, {
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laserState.Dome:render(deltaTime, {
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centered = true,
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centered = true,
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width = baseHitSize,
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width = hitSize,
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height = baseHitSize,
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height = hitSize,
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color = laserColor,
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color = laserColor,
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x = x,
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x = x,
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})
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})
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laserState.Crit:render(deltaTime, {
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laserState.Crit:render(deltaTime, {
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centered = true,
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centered = true,
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width = baseHitSize,
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width = hitSize,
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height = baseHitSize,
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height = hitSize,
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x = x,
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x = x,
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})
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})
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laserState.EndInner:render(deltaTime, {
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laserState.EndInner:render(deltaTime, {
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centered = true,
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centered = true,
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width = baseHitSize,
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width = hitSize,
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height = baseHitSize,
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height = hitSize,
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x = x,
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x = x,
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})
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})
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laserState.EndOuter:render(deltaTime, {
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laserState.EndOuter:render(deltaTime, {
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centered = true,
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centered = true,
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width = baseHitSize,
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width = hitSize,
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height = baseHitSize,
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height = hitSize,
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color = laserColor,
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color = laserColor,
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x = x,
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x = x,
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})
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})
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@ -162,14 +162,17 @@ function HitFX.renderLasers(deltaTime, critCenterX, critCenterY, critRotation, c
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end
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end
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function HitFX.renderButtons(deltaTime, critCenterX, critCenterY, critRotation)
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function HitFX.renderButtons(deltaTime, critCenterX, critCenterY, critRotation)
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local baseHitSize = 325;
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--local baseHitSize = 325;
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local hitSize = 406
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-- BT + FX
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-- BT + FX
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for i = 1, 6 do
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for i = 1, 6 do
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--[[
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local hitSize = baseHitSize;
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local hitSize = baseHitSize;
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if (i > 4) then
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if (i > 4) then
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hitSize = hitSize * 1.5;
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hitSize = hitSize * 1.5;
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end
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end
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]]
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local laneWidth = (track.GetCurrentLaneXPos(2) - track.GetCurrentLaneXPos(1)) * (i <= 4 and 1 or 2);
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local laneWidth = (track.GetCurrentLaneXPos(2) - track.GetCurrentLaneXPos(1)) * (i <= 4 and 1 or 2);
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local lanePosition = track.GetCurrentLaneXPos(i) + laneWidth / 2
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local lanePosition = track.GetCurrentLaneXPos(i) + laneWidth / 2
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