cleaned up ShowSongOptions pref
Added fade for missed tap notes move FailType to MachineOptions (so it's persistent)
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@@ -644,28 +644,16 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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void NoteDisplay::DrawTap( const int iCol, const float fBeat, const bool bOnSameRowAsHoldStart, const float fPercentFadeToFail, const float fLife )
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{
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const float fYOffset = ArrowGetYOffset( m_PlayerNumber, fBeat );
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const float fYOffset = ArrowGetYOffset( m_PlayerNumber, fBeat );
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const float fYPos = ArrowGetYPos( m_PlayerNumber, fYOffset );
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const float fRotation = ArrowGetRotation( m_PlayerNumber, fBeat );
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const float fXPos = ArrowGetXPos( m_PlayerNumber, iCol, fYPos );
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const float fAlpha = ArrowGetAlpha( m_PlayerNumber, fYPos, fPercentFadeToFail );
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const float fGlow = ArrowGetGlow( m_PlayerNumber, fYPos, fPercentFadeToFail );
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const float fColorScale = SCALE(fLife,0,1,0.2f,1);
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const float fRotation = ArrowGetRotation( m_PlayerNumber, fBeat );
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const float fXPos = ArrowGetXPos( m_PlayerNumber, iCol, fYPos );
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const float fAlpha = ArrowGetAlpha( m_PlayerNumber, fYPos, fPercentFadeToFail );
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const float fGlow = ArrowGetGlow( m_PlayerNumber, fYPos, fPercentFadeToFail );
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const float fColorScale = ArrowGetBrightness( m_PlayerNumber, fYPos ) * SCALE(fLife,0,1,0.2f,1);
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RageColor diffuse = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
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RageColor glow = RageColor(1,1,1,fGlow);
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/*
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if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_ColorType == PlayerOptions::COLOR_NOTE )
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{
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RageColor noteColor = GetNoteColorFromBeat(fBeat);
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diffuse.r *= noteColor.r;
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diffuse.g *= noteColor.g;
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diffuse.b *= noteColor.b;
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glow = RageColor(1,1,1,1)*fGlow + noteColor*(1-fGlow)*0.7f*fAlpha;
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}
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*/
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Sprite* pSprite;
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if( bOnSameRowAsHoldStart && cache->m_bDrawHoldHeadForTapsOnSameRow )
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{
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