"hold heads should only ever twirl, not use dizzy or roll" -fix from vyhd
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+10
-4
@@ -692,11 +692,17 @@ void NoteDisplay::DrawActor( const TapNote& tn, Actor* pActor, NotePart part, in
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const float fGlow = ArrowEffects::GetGlow( 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 RageColor diffuse = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
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const RageColor diffuse = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
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const RageColor glow = RageColor(1,1,1,fGlow);
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const RageColor glow = RageColor(1,1,1,fGlow);
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float fRotationX = 0, fRotationY = 0, fRotationZ = 0;
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float fRotationX = 0, fRotationZ = 0;
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const float fRotationY = ArrowEffects::GetRotationY( m_pPlayerState, fYOffset );
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bool bIsHoldHead = tn.type == tn.hold_head;
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bool bIsHoldCap = bIsHoldHead || tn.type == tn.hold_tail;
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if( !bIsHoldCap )
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{
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fRotationX = ArrowEffects::GetRotationX( m_pPlayerState, fYOffset );
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fRotationZ = ArrowEffects::GetRotationZ( m_pPlayerState, fBeat, bIsHoldHead );
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}
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fRotationX = ArrowEffects::GetRotationX( m_pPlayerState, fYOffset );
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fRotationY = ArrowEffects::GetRotationY( m_pPlayerState, fYOffset );
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fRotationZ = ArrowEffects::GetRotationZ( m_pPlayerState, fBeat, tn.type == tn.hold_head );
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if( tn.type != tn.hold_head )
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if( tn.type != tn.hold_head )
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fColorScale *= ArrowEffects::GetBrightness( m_pPlayerState, fBeat );
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fColorScale *= ArrowEffects::GetBrightness( m_pPlayerState, fBeat );
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