cosmetic: tweak DrawActor and DrawHoldHeadTail together
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@@ -690,10 +690,10 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeing
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void NoteDisplay::DrawActor( const TapNote& tn, Actor* pActor, NotePart part, int iCol, float fBeat, bool bIsAddition, float fPercentFadeToFail, float fReverseOffsetPixels, bool bUseLighting, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
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{
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const float fYOffset = ArrowEffects::GetYOffset( m_pPlayerState, iCol, fBeat );
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const float fYPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYOffset, fReverseOffsetPixels );
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const float fY = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYOffset, fReverseOffsetPixels );
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const float fRotation = ArrowEffects::GetRotation( m_pPlayerState, fBeat );
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const float fXPos = ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset );
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const float fZPos = ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset );
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const float fX = ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset );
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const float fZ = ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset );
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const float fAlpha = ArrowEffects::GetAlpha( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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const float fGlow = ArrowEffects::GetGlow( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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const float fColorScale = ArrowEffects::GetBrightness( m_pPlayerState, fBeat );
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@@ -701,8 +701,8 @@ void NoteDisplay::DrawActor( const TapNote& tn, Actor* pActor, NotePart part, in
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RageColor glow = RageColor(1,1,1,fGlow);
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pActor->SetRotationZ( fRotation );
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pActor->SetXY( fXPos, fYPos );
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pActor->SetZ( fZPos );
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pActor->SetXY( fX, fY );
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pActor->SetZ( fZ );
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pActor->SetDiffuse( diffuse );
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pActor->SetGlow( glow );
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pActor->SetZoom( ArrowEffects::GetZoom(m_pPlayerState) );
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