use DrawActor

This commit is contained in:
Glenn Maynard
2007-01-07 02:43:32 +00:00
parent 1906ed14de
commit 57ab69e202
+4 -4
View File
@@ -652,12 +652,12 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeing
if( !cache->m_bHoldHeadIsAboveWavyParts )
{
Actor *pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
DrawHoldHeadTail( tn, pActor, NotePart_HoldHead, iCol, fBeat, bFlipHeadAndTail ? fEndYOffset : fStartYOffset, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, cache->m_bHoldHeadUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
DrawActor( tn, pActor, NotePart_HoldHead, iCol, bFlipHeadAndTail ? fEndYOffset : fStartYOffset, fBeat, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, cache->m_bHoldHeadUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
}
if( !cache->m_bHoldTailIsAboveWavyParts )
{
Actor *pActor = GetHoldActor( m_HoldTail, NotePart_HoldTail, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
DrawHoldHeadTail( tn, pActor, NotePart_HoldTail, iCol, fBeat, bFlipHeadAndTail ? fStartYOffset : fEndYOffset, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, cache->m_bHoldTailUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
DrawActor( tn, pActor, NotePart_HoldTail, iCol, bFlipHeadAndTail ? fStartYOffset : fEndYOffset, fBeat, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, cache->m_bHoldTailUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
}
DrawHoldBody( tn, iCol, fBeat, bIsBeingHeld, fYHead, fYTail, bIsAddition, fPercentFadeToFail, fColorScale, false, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
@@ -667,12 +667,12 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeing
if( cache->m_bHoldTailIsAboveWavyParts )
{
Actor *pActor = GetHoldActor( m_HoldTail, NotePart_HoldTail, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
DrawHoldHeadTail( tn, pActor, NotePart_HoldTail, iCol, fBeat, bFlipHeadAndTail ? fStartYOffset : fEndYOffset, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, cache->m_bHoldTailUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
DrawActor( tn, pActor, NotePart_HoldTail, iCol, bFlipHeadAndTail ? fStartYOffset : fEndYOffset, fBeat, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, cache->m_bHoldTailUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
}
if( cache->m_bHoldHeadIsAboveWavyParts )
{
Actor *pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
DrawHoldHeadTail( tn, pActor, NotePart_HoldHead, iCol, fBeat, bFlipHeadAndTail ? fEndYOffset : fStartYOffset, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, cache->m_bHoldHeadUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
DrawActor( tn, pActor, NotePart_HoldHead, iCol, bFlipHeadAndTail ? fEndYOffset : fStartYOffset, fBeat, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, cache->m_bHoldHeadUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
}
}