row -> beat for consistency
This commit is contained in:
@@ -367,7 +367,7 @@ struct StripBuffer
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int Free() const { return size - Used(); }
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};
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void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, bool bIsAddition, float fPercentFadeToFail, float fColorScale,
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void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, float fBeat, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, bool bIsAddition, float fPercentFadeToFail, float fColorScale,
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bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
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{
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//
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@@ -376,12 +376,12 @@ void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bI
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StripBuffer queue;
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vector<Sprite*> vpSpr;
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Sprite *pSprTopCap = GetHoldSprite( m_HoldTopCap, NotePart_HoldTopCap, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer );
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Sprite *pSprTopCap = GetHoldSprite( m_HoldTopCap, NotePart_HoldTopCap, fBeat, tn.subType == TapNote::hold_head_roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer );
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pSprTopCap->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
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vpSpr.push_back( pSprTopCap );
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if( bIsBeingHeld && cache->m_bHoldActiveIsAddLayer )
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{
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Sprite *pSpr = GetHoldSprite( m_HoldTopCap, NotePart_HoldTopCap, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, true );
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Sprite *pSpr = GetHoldSprite( m_HoldTopCap, NotePart_HoldTopCap, fBeat, tn.subType == TapNote::hold_head_roll, true );
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ASSERT( pSpr->GetUnzoomedWidth() == pSprTopCap->GetUnzoomedWidth() );
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ASSERT( pSpr->GetUnzoomedHeight() == pSprTopCap->GetUnzoomedHeight() );
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pSpr->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
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@@ -479,7 +479,7 @@ void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bI
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}
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void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, bool bIsAddition, float fPercentFadeToFail, float fColorScale, bool bGlow,
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void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, float fBeat, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, bool bIsAddition, float fPercentFadeToFail, float fColorScale, bool bGlow,
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float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
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{
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//
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@@ -488,12 +488,12 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsB
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StripBuffer queue;
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vector<Sprite*> vpSpr;
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Sprite *pSprBody = GetHoldSprite( m_HoldBody, NotePart_HoldBody, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer );
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Sprite *pSprBody = GetHoldSprite( m_HoldBody, NotePart_HoldBody, fBeat, tn.subType == TapNote::hold_head_roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer );
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pSprBody->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
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vpSpr.push_back( pSprBody );
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if( bIsBeingHeld && cache->m_bHoldActiveIsAddLayer )
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{
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Sprite *pSpr = GetHoldSprite( m_HoldBody, NotePart_HoldBody, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, true );
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Sprite *pSpr = GetHoldSprite( m_HoldBody, NotePart_HoldBody, fBeat, tn.subType == TapNote::hold_head_roll, true );
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ASSERT( pSpr->GetUnzoomedWidth() == pSprBody->GetUnzoomedWidth() );
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ASSERT( pSpr->GetUnzoomedHeight() == pSprBody->GetUnzoomedHeight() );
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pSpr->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
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@@ -602,7 +602,7 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsB
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}
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}
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void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, bool bIsAddition, float fPercentFadeToFail, float fColorScale,
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void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, float fBeat, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, bool bIsAddition, float fPercentFadeToFail, float fColorScale,
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bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
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{
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//
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@@ -611,12 +611,12 @@ void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool
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StripBuffer queue;
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vector<Sprite*> vpSpr;
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Sprite* pBottomCap = GetHoldSprite( m_HoldBottomCap, NotePart_HoldBottomCap, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer );
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Sprite* pBottomCap = GetHoldSprite( m_HoldBottomCap, NotePart_HoldBottomCap, fBeat, tn.subType == TapNote::hold_head_roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer );
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pBottomCap->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
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vpSpr.push_back( pBottomCap );
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if( bIsBeingHeld && cache->m_bHoldActiveIsAddLayer )
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{
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Sprite *pSpr = GetHoldSprite( m_HoldBody, NotePart_HoldBody, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, true );
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Sprite *pSpr = GetHoldSprite( m_HoldBody, NotePart_HoldBody, fBeat, tn.subType == TapNote::hold_head_roll, true );
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ASSERT( pSpr->GetUnzoomedWidth() == pBottomCap->GetUnzoomedWidth() );
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ASSERT( pSpr->GetUnzoomedHeight() == pBottomCap->GetUnzoomedHeight() );
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pSpr->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
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@@ -710,7 +710,7 @@ void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool
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}
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}
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void NoteDisplay::DrawHoldHeadTail( const TapNote& tn, Actor* pActor, NotePart part, int iCol, int iRow, float fY, bool bIsAddition, float fPercentFadeToFail, float fColorScale,
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void NoteDisplay::DrawHoldHeadTail( const TapNote& tn, Actor* pActor, NotePart part, int iCol, float fBeat, float fY, bool bIsAddition, float fPercentFadeToFail, float fColorScale,
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bool bGlow, bool bUseLighting, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
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{
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//
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@@ -736,7 +736,7 @@ void NoteDisplay::DrawHoldHeadTail( const TapNote& tn, Actor* pActor, NotePart p
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if( bNeedsTranslate )
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{
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DISPLAY->TexturePushMatrix();
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NoteType nt = GetNoteType( iRow );
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NoteType nt = GetNoteType( fBeat );
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ENUM_CLAMP( nt, (NoteType)0, MAX_DISPLAY_NOTE_TYPE );
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DISPLAY->TextureTranslate( (bIsAddition ? cache->m_fAdditionTextureCoordOffset[part] : RageVector2(0,0)) + cache->m_fNoteColorTextureCoordSpacing[part]*(float)nt );
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}
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@@ -824,15 +824,16 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeing
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/* The body and caps should have no overlap, so their order doesn't matter.
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* Draw the head last, so it appears on top. */
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float fBeat = NoteRowToBeat(iRow);
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if( !cache->m_bHoldHeadIsAboveWavyParts )
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{
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Actor *pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
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DrawHoldHeadTail( tn, pActor, NotePart_HoldHead, iCol, iRow, bFlipHeadAndTail ? fYTail : fYHead, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, cache->m_bHoldHeadUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHoldHeadTail( tn, pActor, NotePart_HoldHead, iCol, fBeat, bFlipHeadAndTail ? fYTail : fYHead, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, cache->m_bHoldHeadUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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}
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if( !cache->m_bHoldTailIsAboveWavyParts )
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{
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Actor *pActor = GetHoldActor( m_HoldTail, NotePart_HoldTail, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
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DrawHoldHeadTail( tn, pActor, NotePart_HoldTail, iCol, iRow, bFlipHeadAndTail ? fYHead : fYTail, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, cache->m_bHoldTailUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHoldHeadTail( tn, pActor, NotePart_HoldTail, iCol, fBeat, bFlipHeadAndTail ? fYHead : fYTail, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, cache->m_bHoldTailUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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}
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if( bDrawGlowOnly )
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@@ -843,21 +844,21 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeing
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DISPLAY->SetZWrite( WavyPartsNeedZBuffer );
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if( !bFlipHeadAndTail )
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DrawHoldBottomCap( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHoldBody( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHoldBottomCap( tn, iCol, fBeat, bIsBeingHeld, fYHead, fYTail, fYStep, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHoldBody( tn, iCol, fBeat, bIsBeingHeld, fYHead, fYTail, fYStep, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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if( bFlipHeadAndTail )
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DrawHoldTopCap( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHoldTopCap( tn, iCol, fBeat, bIsBeingHeld, fYHead, fYTail, fYStep, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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/* These set the texture mode themselves. */
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if( cache->m_bHoldTailIsAboveWavyParts )
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{
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Actor *pActor = GetHoldActor( m_HoldTail, NotePart_HoldTail, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
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DrawHoldHeadTail( tn, pActor, NotePart_HoldTail, iCol, iRow, bFlipHeadAndTail ? fYHead : fYTail, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, cache->m_bHoldTailUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHoldHeadTail( tn, pActor, NotePart_HoldTail, iCol, fBeat, bFlipHeadAndTail ? fYHead : fYTail, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, cache->m_bHoldTailUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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}
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if( cache->m_bHoldHeadIsAboveWavyParts )
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{
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Actor *pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
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DrawHoldHeadTail( tn, pActor, NotePart_HoldHead, iCol, iRow, bFlipHeadAndTail ? fYTail : fYHead, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, cache->m_bHoldHeadUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHoldHeadTail( tn, pActor, NotePart_HoldHead, iCol, fBeat, bFlipHeadAndTail ? fYTail : fYHead, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, cache->m_bHoldHeadUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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}
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// now, draw the glow pass
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