Join lines to make them more readable. This is not an 80x25 project ...
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@@ -87,26 +87,18 @@ public:
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private:
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private:
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void SetActiveFrame( float fNoteBeat, Actor &actorToSet, float fAnimationLengthInBeats, bool bVivid );
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void SetActiveFrame( float fNoteBeat, Actor &actorToSet, float fAnimationLengthInBeats, bool bVivid );
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Actor *GetTapActor( NoteColorActor &nca, NotePart part, float fNoteBeat );
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Actor *GetTapActor( NoteColorActor &nca, NotePart part, float fNoteBeat );
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Actor *GetHoldActor( NoteColorActor nca[NUM_HoldType][NUM_ActiveType], NotePart part,
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Actor *GetHoldActor( NoteColorActor nca[NUM_HoldType][NUM_ActiveType], NotePart part, float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
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float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
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Sprite *GetHoldSprite( NoteColorSprite ncs[NUM_HoldType][NUM_ActiveType], NotePart part, float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
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Sprite *GetHoldSprite( NoteColorSprite ncs[NUM_HoldType][NUM_ActiveType], NotePart part,
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float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
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void DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld,
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void DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep,
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float fYHead, float fYTail, int fYStep,
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float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
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float fPercentFadeToFail, float fColorScale, bool bGlow,
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void DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep,
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float fYStartOffset, float fYEndOffset );
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float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
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void DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld,
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void DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail,
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float fYHead, float fYTail, int fYStep, float fPercentFadeToFail,
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float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
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float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
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void DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld,
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void DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYTail, float fPercentFadeToFail, float fColorScale,
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float fYHead, float fYTail, int fYStep, float fPercentFadeToFail,
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float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
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void DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld,
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float fYTail, float fPercentFadeToFail, float fColorScale,
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bool bGlow, float fYStartOffset, float fYEndOffset );
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bool bGlow, float fYStartOffset, float fYEndOffset );
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void DrawHoldHead( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld,
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void DrawHoldHead( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fPercentFadeToFail, float fColorScale,
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float fYHead, float fPercentFadeToFail, float fColorScale,
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bool bGlow, float fYStartOffset, float fYEndOffset );
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bool bGlow, float fYStartOffset, float fYEndOffset );
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const PlayerState *m_pPlayerState; // to look up PlayerOptions
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const PlayerState *m_pPlayerState; // to look up PlayerOptions
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