fYPos -> fYPosWithoutReverse
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@@ -514,19 +514,19 @@ float ArrowGetPercentVisible( const PlayerState* pPlayerState, int iCol, float f
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float ArrowEffects::GetAlpha( const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
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float ArrowEffects::GetAlpha( const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
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{
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{
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/* Get the YPos without reverse (that is, factor in EFFECT_TIPSY). */
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float fYPosWithoutReverse = ArrowEffects::GetYPos( pPlayerState, iCol, fYOffset, fYReverseOffsetPixels, false );
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float fPercentVisible = ArrowGetPercentVisible(pPlayerState,iCol,fYOffset,fYReverseOffsetPixels);
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float fPercentVisible = ArrowGetPercentVisible(pPlayerState,iCol,fYOffset,fYReverseOffsetPixels);
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if( fPercentFadeToFail != -1 )
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if( fPercentFadeToFail != -1 )
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fPercentVisible = 1 - fPercentFadeToFail;
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fPercentVisible = 1 - fPercentFadeToFail;
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/* Get the YPos without reverse (that is, factor in EFFECT_TIPSY). */
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float fYPos = ArrowEffects::GetYPos( pPlayerState, iCol, fYOffset, fYReverseOffsetPixels, false );
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float fFullAlphaY = fDrawDistanceBeforeTargetsPixels*(1-fFadeInPercentOfDrawFar);
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float fFullAlphaY = fDrawDistanceBeforeTargetsPixels*(1-fFadeInPercentOfDrawFar);
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if( fYPos > fFullAlphaY )
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if( fYPosWithoutReverse > fFullAlphaY )
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{
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{
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float f = SCALE( fYPos, fFullAlphaY, fDrawDistanceBeforeTargetsPixels, 1.0f, 0.0f );
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float f = SCALE( fYPosWithoutReverse, fFullAlphaY, fDrawDistanceBeforeTargetsPixels, 1.0f, 0.0f );
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return f;
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return f;
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}
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}
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