fix mines frames draw with wrong tex coord shifting
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@@ -944,11 +944,11 @@ void NoteDisplay::DrawActor( Actor* pActor, int iCol, float fBeat, float fPercen
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const float fYOffset = ArrowEffects::GetYOffset( m_pPlayerState, iCol, fBeat );
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const float fYPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYOffset, fReverseOffsetPixels );
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const float fRotation = ArrowEffects::GetRotation( m_pPlayerState, fBeat );
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const float fXPos = ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset );
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const float fZPos = ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset );
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const float fXPos = ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset );
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const float fZPos = ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset );
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const float fAlpha = ArrowEffects::GetAlpha( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fGlow = ArrowEffects::GetGlow( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fColorScale = ArrowEffects::GetBrightness( m_pPlayerState, fBeat ) * SCALE(fLife,0,1,0.2f,1);
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const float fGlow = ArrowEffects::GetGlow( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fColorScale = ArrowEffects::GetBrightness( m_pPlayerState, fBeat ) * SCALE(fLife,0,1,0.2f,1);
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const float fZoom = ArrowEffects::GetZoom( m_pPlayerState );
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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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@@ -1017,7 +1017,7 @@ void NoteDisplay::DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bo
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bUseLighting = cache->m_bTapNoteUseLighting;
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}
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DrawActor( pActor, iCol, fBeat, fPercentFadeToFail, fLife, fReverseOffsetPixels, bUseLighting, NotePart_Tap );
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DrawActor( pActor, iCol, fBeat, fPercentFadeToFail, fLife, fReverseOffsetPixels, bUseLighting, bIsMine ? NotePart_Mine : NotePart_Tap );
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}
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/*
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