merge more hold rendering code
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@@ -93,15 +93,10 @@ private:
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void DrawActor( const TapNote& tn, Actor* pActor, NotePart part, int iCol, float fBeat, bool bIsAddition, float fPercentFadeToFail,
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float fReverseOffsetPixels, bool bUseLighting, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
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void DrawHoldBottomCap( const TapNote& tn, int iCol, float fBeat, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep,
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bool bIsAddition, float fPercentFadeToFail, float fColorScale,
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bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
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void DrawHoldTopCap( const TapNote& tn, int iCol, float fBeat, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep,
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bool bIsAddition, float fPercentFadeToFail, float fColorScale,
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bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
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void DrawHoldBody( const TapNote& tn, int iCol, float fBeat, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, bool bIsAddition, float fPercentFadeToFail,
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float fColorScale,
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bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
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bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar,
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bool bDrawTop, bool bDrawBottom );
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void DrawHoldHeadTail( const TapNote& tn, Actor* pActor, NotePart part, int iCol, float fBeat, float fYHead, bool bIsAddition, float fPercentFadeToFail, float fColorScale,
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bool bGlow, bool bUseLighting, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
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void DrawHoldPart( vector<Sprite*> &vpSpr, int iCol, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow,
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