cosmetic: tweak DrawActor and DrawHoldHeadTail together
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@@ -550,8 +550,8 @@ void NoteDisplay::DrawHoldHeadTail( const TapNote& tn, Actor* pActor, NotePart p
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const float fZ = ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset );
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const float fAlpha = ArrowEffects::GetAlpha( 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 colorDiffuse = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
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const RageColor colorGlow = RageColor(1,1,1,fGlow);
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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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pActor->SetRotationZ( 0 );
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pActor->SetXY( fX, fY );
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@@ -570,11 +570,11 @@ void NoteDisplay::DrawHoldHeadTail( const TapNote& tn, Actor* pActor, NotePart p
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if( bGlow )
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{
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pActor->SetDiffuse( RageColor(1,1,1,0) );
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pActor->SetGlow( colorGlow );
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pActor->SetGlow( glow );
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}
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else
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{
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pActor->SetDiffuse( colorDiffuse );
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pActor->SetDiffuse( diffuse );
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pActor->SetGlow( RageColor(0,0,0,0) );
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}
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