Two loops here.
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+8
-7
@@ -394,11 +394,11 @@ void NoteDisplay::DrawHoldPart( vector<Sprite*> &vpSpr, int iCol, int fYStep, fl
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ASSERT( !vpSpr.empty() );
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Sprite *pSprite = vpSpr.front();
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FOREACH( Sprite *, vpSpr, s )
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for (Sprite *s : vpSpr)
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{
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(*s)->SetZoom( ArrowEffects::GetZoom(m_pPlayerState) );
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ASSERT( (*s)->GetUnzoomedWidth() == pSprite->GetUnzoomedWidth() );
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ASSERT( (*s)->GetUnzoomedHeight() == pSprite->GetUnzoomedHeight() );
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s->SetZoom( ArrowEffects::GetZoom(m_pPlayerState) );
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ASSERT( s->GetUnzoomedWidth() == pSprite->GetUnzoomedWidth() );
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ASSERT( s->GetUnzoomedHeight() == pSprite->GetUnzoomedHeight() );
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}
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// draw manually in small segments
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@@ -498,11 +498,12 @@ void NoteDisplay::DrawHoldPart( vector<Sprite*> &vpSpr, int iCol, int fYStep, fl
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* start off the strip again. */
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if( !bAllAreTransparent )
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{
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FOREACH( Sprite*, vpSpr, spr )
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int i = 0;
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for (Sprite *spr : vpSpr)
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{
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RageTexture* pTexture = (*spr)->GetTexture();
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RageTexture* pTexture = spr->GetTexture();
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DISPLAY->SetTexture( TextureUnit_1, pTexture->GetTexHandle() );
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DISPLAY->SetBlendMode( spr == vpSpr.begin() ? BLEND_NORMAL : BLEND_ADD );
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DISPLAY->SetBlendMode( (i++ == 0) ? BLEND_NORMAL : BLEND_ADD );
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DISPLAY->SetCullMode( CULL_NONE );
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DISPLAY->SetTextureWrapping( TextureUnit_1, bWrapping );
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queue.Draw();
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