Implement RADAR_NUM_HANDS result.
Change hold note contents to rows (from beats). This makes it consistent with tap note data. Row numbers are also generally more precise, since they're integers, not floats.
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@@ -453,7 +453,7 @@ void NoteDisplay::DrawHoldTopCap( const HoldNote& hn, const bool bActive, float
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//
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const int size = 4096;
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static RageSpriteVertex queue[size];
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Sprite* pSprTopCap = GetHoldTopCapSprite( hn.fStartBeat, bActive );
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Sprite* pSprTopCap = GetHoldTopCapSprite( hn.GetStartBeat(), bActive );
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// draw manually in small segments
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RageSpriteVertex *v = &queue[0];
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@@ -524,7 +524,7 @@ void NoteDisplay::DrawHoldBody( const HoldNote& hn, const bool bActive, float fY
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const int size = 4096;
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static RageSpriteVertex queue[size];
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Sprite* pSprBody = GetHoldBodySprite( hn.fStartBeat, bActive );
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Sprite* pSprBody = GetHoldBodySprite( hn.GetStartBeat(), bActive );
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// draw manually in small segments
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RageSpriteVertex *v = &queue[0];
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@@ -609,7 +609,7 @@ void NoteDisplay::DrawHoldBottomCap( const HoldNote& hn, const bool bActive, flo
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const int size = 4096;
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static RageSpriteVertex queue[size];
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Sprite* pBottomCap = GetHoldBottomCapSprite( hn.fStartBeat, bActive );
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Sprite* pBottomCap = GetHoldBottomCapSprite( hn.GetStartBeat(), bActive );
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// draw manually in small segments
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RageSpriteVertex *v = &queue[0];
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@@ -678,7 +678,7 @@ void NoteDisplay::DrawHoldTail( const HoldNote& hn, bool bActive, float fYTail,
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//
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// Draw the tail
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//
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Actor* pSprTail = GetHoldTailActor( hn.fStartBeat, bActive );
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Actor* pSprTail = GetHoldTailActor( hn.GetStartBeat(), bActive );
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const float fY = fYTail;
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const float fYOffset = ArrowGetYOffsetFromYPos( m_PlayerNumber, iCol, fY, m_fYReverseOffsetPixels );
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@@ -728,7 +728,7 @@ void NoteDisplay::DrawHoldHead( const HoldNote& hn, bool bActive, float fYHead,
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//
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// Draw the head
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//
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Actor* pActor = GetHoldHeadActor( hn.fStartBeat, bActive );
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Actor* pActor = GetHoldHeadActor( hn.GetStartBeat(), bActive );
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// draw with normal Sprite
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const float fY = fYHead;
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@@ -780,9 +780,9 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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const int iCol = hn.iTrack;
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const bool bReverse = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].GetReversePercentForColumn(iCol) > 0.5;
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const float fStartYOffset = ArrowGetYOffset( m_PlayerNumber, iCol, hn.fStartBeat );
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const float fStartYOffset = ArrowGetYOffset( m_PlayerNumber, iCol, hn.GetStartBeat() );
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const float fStartYPos = ArrowGetYPos( m_PlayerNumber, iCol, fStartYOffset, fReverseOffsetPixels );
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const float fEndYOffset = ArrowGetYOffset( m_PlayerNumber, iCol, hn.fEndBeat );
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const float fEndYOffset = ArrowGetYOffset( m_PlayerNumber, iCol, hn.GetEndBeat() );
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const float fEndYPos = ArrowGetYPos( m_PlayerNumber, iCol, fEndYOffset, fReverseOffsetPixels );
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const float fYHead = bReverse ? fEndYPos : fStartYPos; // the center of the head
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