[splittiming] ok, now it displays properly.
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+16
-3
@@ -697,6 +697,19 @@ float FindLastDisplayedBeat( const PlayerState* pPlayerState, int iDrawDistanceB
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return fLastBeatToDraw;
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}
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inline float NoteRowToVisibleBeat( const PlayerState *pPlayerState, int iRow )
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{
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/*
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if( GAMESTATE->m_bIsEditorStepTiming )
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{
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*/
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return NoteRowToBeat(iRow);
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/*
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}
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return GetDisplayedTiming(pPlayerState)->GetBeatFromElapsedTime(GetRealTiming(pPlayerState)->GetElapsedTimeFromBeat(NoteRowToBeat(iRow)));
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*/
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}
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bool NoteField::IsOnScreen( float fBeat, int iCol, int iDrawDistanceAfterTargetsPixels, int iDrawDistanceBeforeTargetsPixels ) const
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{
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// TRICKY: If boomerang is on, then ones in the range
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@@ -1054,8 +1067,8 @@ void NoteField::DrawPrimitives()
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float fThrowAway;
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bool bStartIsPastPeak = false;
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bool bEndIsPastPeak = false;
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float fStartYOffset = ArrowEffects::GetYOffset( m_pPlayerState, c, NoteRowToBeat(iStartRow), fThrowAway, bStartIsPastPeak );
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float fEndYOffset = ArrowEffects::GetYOffset( m_pPlayerState, c, NoteRowToBeat(iEndRow), fThrowAway, bEndIsPastPeak );
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float fStartYOffset = ArrowEffects::GetYOffset( m_pPlayerState, c, NoteRowToVisibleBeat(m_pPlayerState, iStartRow), fThrowAway, bStartIsPastPeak );
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float fEndYOffset = ArrowEffects::GetYOffset( m_pPlayerState, c, NoteRowToVisibleBeat(m_pPlayerState, iEndRow), fThrowAway, bEndIsPastPeak );
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bool bTailIsOnVisible = iDrawDistanceAfterTargetsPixels <= fEndYOffset && fEndYOffset <= iDrawDistanceBeforeTargetsPixels;
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bool bHeadIsVisible = iDrawDistanceAfterTargetsPixels <= fStartYOffset && fStartYOffset <= iDrawDistanceBeforeTargetsPixels;
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@@ -1152,7 +1165,7 @@ void NoteField::DrawPrimitives()
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bool bIsHopoPossible = (tn.bHopoPossible);
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bool bUseAdditionColoring = bIsAddition || bIsHopoPossible;
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NoteDisplayCols *displayCols = tn.pn == PLAYER_INVALID ? m_pCurDisplay : m_pDisplays[tn.pn];
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displayCols->display[c].DrawTap( tn, c, NoteRowToBeat(q), bHoldNoteBeginsOnThisBeat,
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displayCols->display[c].DrawTap( tn, c, NoteRowToVisibleBeat(m_pPlayerState, q), bHoldNoteBeginsOnThisBeat,
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bUseAdditionColoring, bIsInSelectionRange ? fSelectedRangeGlow : m_fPercentFadeToFail,
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m_fYReverseOffsetPixels, iDrawDistanceAfterTargetsPixels, iDrawDistanceBeforeTargetsPixels,
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FADE_BEFORE_TARGETS_PERCENT );
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