cosmetic to bring these wavy parts closer together
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@@ -376,28 +376,28 @@ void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, float fBeat, bool
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StripBuffer queue;
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StripBuffer queue;
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vector<Sprite*> vpSpr;
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vector<Sprite*> vpSpr;
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Sprite *pSprTopCap = GetHoldSprite( m_HoldTopCap, NotePart_HoldTopCap, fBeat, tn.subType == TapNote::hold_head_roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer );
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Sprite *pSprite = GetHoldSprite( m_HoldTopCap, NotePart_HoldTopCap, fBeat, tn.subType == TapNote::hold_head_roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer );
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pSprTopCap->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
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pSprite->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
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vpSpr.push_back( pSprTopCap );
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vpSpr.push_back( pSprite );
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if( bIsBeingHeld && cache->m_bHoldActiveIsAddLayer )
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if( bIsBeingHeld && cache->m_bHoldActiveIsAddLayer )
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{
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{
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Sprite *pSpr = GetHoldSprite( m_HoldTopCap, NotePart_HoldTopCap, fBeat, tn.subType == TapNote::hold_head_roll, true );
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Sprite *pSpr = GetHoldSprite( m_HoldTopCap, NotePart_HoldTopCap, fBeat, tn.subType == TapNote::hold_head_roll, true );
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ASSERT( pSpr->GetUnzoomedWidth() == pSprTopCap->GetUnzoomedWidth() );
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ASSERT( pSpr->GetUnzoomedWidth() == pSprite->GetUnzoomedWidth() );
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ASSERT( pSpr->GetUnzoomedHeight() == pSprTopCap->GetUnzoomedHeight() );
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ASSERT( pSpr->GetUnzoomedHeight() == pSprite->GetUnzoomedHeight() );
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pSpr->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
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pSpr->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
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vpSpr.push_back( pSpr );
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vpSpr.push_back( pSpr );
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}
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}
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// draw manually in small segments
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// draw manually in small segments
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const RectF *pRect = pSprTopCap->GetCurrentTextureCoordRect();
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const RectF *pRect = pSprite->GetCurrentTextureCoordRect();
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DISPLAY->ClearAllTextures();
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DISPLAY->ClearAllTextures();
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DISPLAY->SetCullMode( CULL_NONE );
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DISPLAY->SetCullMode( CULL_NONE );
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DISPLAY->SetTextureWrapping(false);
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DISPLAY->SetTextureWrapping(false);
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const float fFrameWidth = pSprTopCap->GetZoomedWidth();
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const float fFrameWidth = pSprite->GetZoomedWidth();
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const float fFrameHeight = pSprTopCap->GetZoomedHeight();
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const float fFrameHeight = pSprite->GetZoomedHeight();
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const float fYCapTop = fYHead+cache->m_iStartDrawingHoldBodyOffsetFromHead-fFrameHeight;
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const float fYCapTop = fYHead+cache->m_iStartDrawingHoldBodyOffsetFromHead-fFrameHeight;
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const float fYCapBottom = fYHead+cache->m_iStartDrawingHoldBodyOffsetFromHead;
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const float fYCapBottom = fYHead+cache->m_iStartDrawingHoldBodyOffsetFromHead;
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bool bReverse = m_pPlayerState->m_PlayerOptions.GetCurrent().GetReversePercentForColumn(iCol) > 0.5f;
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bool bReverse = m_pPlayerState->m_PlayerOptions.GetCurrent().GetReversePercentForColumn(iCol) > 0.5f;
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@@ -477,14 +477,14 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, float fBeat, bool b
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StripBuffer queue;
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StripBuffer queue;
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vector<Sprite*> vpSpr;
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vector<Sprite*> vpSpr;
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Sprite *pSprBody = GetHoldSprite( m_HoldBody, NotePart_HoldBody, fBeat, tn.subType == TapNote::hold_head_roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer );
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Sprite *pSprite = GetHoldSprite( m_HoldBody, NotePart_HoldBody, fBeat, tn.subType == TapNote::hold_head_roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer );
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pSprBody->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
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pSprite->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
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vpSpr.push_back( pSprBody );
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vpSpr.push_back( pSprite );
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if( bIsBeingHeld && cache->m_bHoldActiveIsAddLayer )
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if( bIsBeingHeld && cache->m_bHoldActiveIsAddLayer )
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{
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{
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Sprite *pSpr = GetHoldSprite( m_HoldBody, NotePart_HoldBody, fBeat, tn.subType == TapNote::hold_head_roll, true );
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Sprite *pSpr = GetHoldSprite( m_HoldBody, NotePart_HoldBody, fBeat, tn.subType == TapNote::hold_head_roll, true );
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ASSERT( pSpr->GetUnzoomedWidth() == pSprBody->GetUnzoomedWidth() );
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ASSERT( pSpr->GetUnzoomedWidth() == pSprite->GetUnzoomedWidth() );
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ASSERT( pSpr->GetUnzoomedHeight() == pSprBody->GetUnzoomedHeight() );
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ASSERT( pSpr->GetUnzoomedHeight() == pSprite->GetUnzoomedHeight() );
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pSpr->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
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pSpr->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
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vpSpr.push_back( pSpr );
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vpSpr.push_back( pSpr );
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}
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}
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@@ -493,9 +493,9 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, float fBeat, bool b
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DISPLAY->ClearAllTextures();
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DISPLAY->ClearAllTextures();
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// draw manually in small segments
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// draw manually in small segments
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const RectF *pRect = pSprBody->GetCurrentTextureCoordRect();
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const RectF *pRect = pSprite->GetCurrentTextureCoordRect();
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const float fFrameWidth = pSprBody->GetZoomedWidth();
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const float fFrameWidth = pSprite->GetZoomedWidth();
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const float fFrameHeight = pSprBody->GetZoomedHeight();
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const float fFrameHeight = pSprite->GetZoomedHeight();
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const float fYBodyTop = fYHead + cache->m_iStartDrawingHoldBodyOffsetFromHead;
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const float fYBodyTop = fYHead + cache->m_iStartDrawingHoldBodyOffsetFromHead;
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const float fYBodyBottom = fYTail + cache->m_iStopDrawingHoldBodyOffsetFromTail;
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const float fYBodyBottom = fYTail + cache->m_iStopDrawingHoldBodyOffsetFromTail;
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@@ -587,26 +587,26 @@ void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, float fBeat, b
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StripBuffer queue;
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StripBuffer queue;
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vector<Sprite*> vpSpr;
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vector<Sprite*> vpSpr;
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Sprite* pBottomCap = GetHoldSprite( m_HoldBottomCap, NotePart_HoldBottomCap, fBeat, tn.subType == TapNote::hold_head_roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer );
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Sprite* pSprite = GetHoldSprite( m_HoldBottomCap, NotePart_HoldBottomCap, fBeat, tn.subType == TapNote::hold_head_roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer );
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pBottomCap->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
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pSprite->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
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vpSpr.push_back( pBottomCap );
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vpSpr.push_back( pSprite );
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if( bIsBeingHeld && cache->m_bHoldActiveIsAddLayer )
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if( bIsBeingHeld && cache->m_bHoldActiveIsAddLayer )
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{
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{
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Sprite *pSpr = GetHoldSprite( m_HoldBody, NotePart_HoldBody, fBeat, tn.subType == TapNote::hold_head_roll, true );
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Sprite *pSpr = GetHoldSprite( m_HoldBody, NotePart_HoldBody, fBeat, tn.subType == TapNote::hold_head_roll, true );
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ASSERT( pSpr->GetUnzoomedWidth() == pBottomCap->GetUnzoomedWidth() );
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ASSERT( pSpr->GetUnzoomedWidth() == pSprite->GetUnzoomedWidth() );
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ASSERT( pSpr->GetUnzoomedHeight() == pBottomCap->GetUnzoomedHeight() );
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ASSERT( pSpr->GetUnzoomedHeight() == pSprite->GetUnzoomedHeight() );
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pSpr->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
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pSpr->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
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vpSpr.push_back( pSpr );
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vpSpr.push_back( pSpr );
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}
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}
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// draw manually in small segments
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// draw manually in small segments
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const RectF *pRect = pBottomCap->GetCurrentTextureCoordRect();
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const RectF *pRect = pSprite->GetCurrentTextureCoordRect();
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DISPLAY->ClearAllTextures();
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DISPLAY->ClearAllTextures();
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DISPLAY->SetCullMode( CULL_NONE );
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DISPLAY->SetCullMode( CULL_NONE );
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DISPLAY->SetTextureWrapping(false);
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DISPLAY->SetTextureWrapping(false);
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const float fFrameWidth = pBottomCap->GetZoomedWidth();
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const float fFrameWidth = pSprite->GetZoomedWidth();
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const float fFrameHeight = pBottomCap->GetZoomedHeight();
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const float fFrameHeight = pSprite->GetZoomedHeight();
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const float fYCapTop = fYTail+cache->m_iStopDrawingHoldBodyOffsetFromTail;
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const float fYCapTop = fYTail+cache->m_iStopDrawingHoldBodyOffsetFromTail;
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const float fYCapBottom = fYTail+cache->m_iStopDrawingHoldBodyOffsetFromTail+fFrameHeight;
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const float fYCapBottom = fYTail+cache->m_iStopDrawingHoldBodyOffsetFromTail+fFrameHeight;
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