Added BIG transform. Haven't yet fixed the weird interaction it has with the score.
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@@ -353,10 +353,10 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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const bool bReverse = GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bReverseScroll;
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const int iCol = hn.m_iTrack;
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const float fStartYOffset = ArrowGetYOffset( m_PlayerNumber, hn.m_fStartBeat );
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const int iCol = hn.iTrack;
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const float fStartYOffset = ArrowGetYOffset( m_PlayerNumber, hn.fStartBeat );
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const float fStartYPos = ArrowGetYPos( m_PlayerNumber, fStartYOffset );
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const float fEndYOffset = ArrowGetYOffset( m_PlayerNumber, hn.m_fEndBeat );
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const float fEndYOffset = ArrowGetYOffset( m_PlayerNumber, hn.fEndBeat );
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const float fEndYPos = ArrowGetYPos( m_PlayerNumber, fEndYOffset );
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const float fYHead = bReverse ? fEndYPos : fStartYPos; // the center of the head
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@@ -379,7 +379,7 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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// Draw the bottom cap (always wavy)
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//
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{
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Sprite* pBottomCap = GetHoldBottomCapSprite( hn.m_fStartBeat, bActive );
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Sprite* pBottomCap = GetHoldBottomCapSprite( hn.fStartBeat, bActive );
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// draw manually in small segments
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RageVertex *v = &queue[0];
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@@ -444,7 +444,7 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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// Draw the body (always wavy)
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//
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{
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Sprite* pSprBody = GetHoldBodySprite( hn.m_fStartBeat, bActive );
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Sprite* pSprBody = GetHoldBodySprite( hn.fStartBeat, bActive );
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// draw manually in small segments
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RageVertex *v = &queue[0];
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@@ -522,7 +522,7 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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// Draw the top cap (always wavy)
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//
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{
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Sprite* pSprTopCap = GetHoldTopCapSprite( hn.m_fStartBeat, bActive );
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Sprite* pSprTopCap = GetHoldTopCapSprite( hn.fStartBeat, bActive );
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// draw manually in small segments
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RageVertex *v = &queue[0];
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@@ -586,7 +586,7 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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// Draw the tail
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//
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{
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Sprite* pSprTail = GetHoldTailSprite( hn.m_fStartBeat, bActive );
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Sprite* pSprTail = GetHoldTailSprite( hn.fStartBeat, bActive );
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const float fY = fYTail;
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const float fX = ArrowGetXPos( m_PlayerNumber, iCol, fY );
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@@ -613,7 +613,7 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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// Draw the head
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//
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{
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Sprite* pSprHead = GetHoldHeadSprite( hn.m_fStartBeat, bActive );
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Sprite* pSprHead = GetHoldHeadSprite( hn.fStartBeat, bActive );
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// draw with normal Sprite
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const float fY = fYHead;
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