Replaced most D3DX dependencies. Added Brendan's not-yet-functional networking code.
This commit is contained in:
@@ -65,7 +65,7 @@ void NoteDisplay::Load( int iColNum, PlayerNumber pn )
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bool bSuccess;
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do
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{
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D3DXCOLOR color;
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RageColor color;
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int retval = fscanf( fp, "%f,%f,%f,%f\n", &color.r, &color.g, &color.b, &color.a );
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bSuccess = (retval == 4);
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if( bSuccess )
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@@ -73,7 +73,7 @@ void NoteDisplay::Load( int iColNum, PlayerNumber pn )
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} while( bSuccess );
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if( m_colorTapTweens.GetSize() == 0 )
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m_colorTapTweens.Add( D3DXCOLOR(1,1,1,1) );
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m_colorTapTweens.Add( RageColor(1,1,1,1) );
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fclose( fp );
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return;
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@@ -98,7 +98,7 @@ int NoteDisplay::GetTapColorFrameNo( const float fNoteBeat )
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return GetTapGrayFrameNo(fNoteBeat) + 1;
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}
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void NoteDisplay::GetTapEdgeColors( const float fNoteBeat, D3DXCOLOR &colorLeadingOut, D3DXCOLOR &colorTrailingOut )
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void NoteDisplay::GetTapEdgeColors( const float fNoteBeat, RageColor &colorLeadingOut, RageColor &colorTrailingOut )
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{
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// Chris: If EZ2 doesn't use a color part, leave that part of the NoteSkin graphic empty
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//
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@@ -162,7 +162,7 @@ void NoteDisplay::GetTapEdgeColors( const float fNoteBeat, D3DXCOLOR &colorLeadi
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if( ct == PlayerOptions::COLOR_NOTE )
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{
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D3DXCOLOR color = GetNoteColorFromBeat( fNoteBeat );
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RageColor color = GetNoteColorFromBeat( fNoteBeat );
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colorLeadingOut = color;
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colorTrailingOut = color;
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@@ -257,10 +257,10 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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const float fGlowTop = ArrowGetGlow( m_PlayerNumber, fYTop, fPercentFadeToFail );
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const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, fYBottom, fPercentFadeToFail );
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const float fColorScale = SCALE(fLife,0,1,0.2f,1);
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const D3DXCOLOR colorDiffuseTop = D3DXCOLOR(fColorScale,fColorScale,fColorScale,fAlphaTop);
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const D3DXCOLOR colorDiffuseBottom = D3DXCOLOR(fColorScale,fColorScale,fColorScale,fAlphaBottom);
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const D3DXCOLOR colorGlowTop = D3DXCOLOR(1,1,1,fGlowTop);
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const D3DXCOLOR colorGlowBottom = D3DXCOLOR(1,1,1,fGlowBottom);
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const RageColor colorDiffuseTop = RageColor(fColorScale,fColorScale,fColorScale,fAlphaTop);
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const RageColor colorDiffuseBottom = RageColor(fColorScale,fColorScale,fColorScale,fAlphaBottom);
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const RageColor colorGlowTop = RageColor(1,1,1,fGlowTop);
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const RageColor colorGlowBottom = RageColor(1,1,1,fGlowBottom);
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// the shift by -0.5 is to align texels to pixels
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@@ -270,10 +270,10 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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continue;
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DISPLAY->AddQuad(
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D3DXVECTOR3(fXTopLeft-0.5f, fYTop-0.5f, 0), bDrawGlowOnly ? colorGlowTop : colorDiffuseTop, D3DXVECTOR2(fTexCoordLeft, fTexCoordTop), // colorGlowTop, // top-left
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D3DXVECTOR3(fXTopRight-0.5f, fYTop-0.5f, 0), bDrawGlowOnly ? colorGlowTop : colorDiffuseTop, D3DXVECTOR2(fTexCoordRight, fTexCoordTop), // colorGlowTop, // top-right
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D3DXVECTOR3(fXBottomLeft-0.5f, fYBottom-0.5f,0), bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom, D3DXVECTOR2(fTexCoordLeft, fTexCoordBottom),// colorGlowBottom, // bottom-left
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D3DXVECTOR3(fXBottomRight-0.5f,fYBottom-0.5f,0), bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom, D3DXVECTOR2(fTexCoordRight, fTexCoordBottom) );//, colorGlowBottom ); // bottom-right
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RageVector3(fXTopLeft-0.5f, fYTop-0.5f, 0), bDrawGlowOnly ? colorGlowTop : colorDiffuseTop, RageVector2(fTexCoordLeft, fTexCoordTop), // colorGlowTop, // top-left
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RageVector3(fXTopRight-0.5f, fYTop-0.5f, 0), bDrawGlowOnly ? colorGlowTop : colorDiffuseTop, RageVector2(fTexCoordRight, fTexCoordTop), // colorGlowTop, // top-right
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RageVector3(fXBottomLeft-0.5f, fYBottom-0.5f,0), bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom, RageVector2(fTexCoordLeft, fTexCoordBottom),// colorGlowBottom, // bottom-left
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RageVector3(fXBottomRight-0.5f,fYBottom-0.5f,0), bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom, RageVector2(fTexCoordRight, fTexCoordBottom) );//, colorGlowBottom ); // bottom-right
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}
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//
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@@ -300,10 +300,10 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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const float fGlowTop = ArrowGetGlow( m_PlayerNumber, fYTop, fPercentFadeToFail );
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const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, fYBottom, fPercentFadeToFail );
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const float fColorScale = SCALE(fLife,0,1,0.2f,1);
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const D3DXCOLOR colorDiffuseTop = D3DXCOLOR(fColorScale,fColorScale,fColorScale,fAlphaTop);
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const D3DXCOLOR colorDiffuseBottom = D3DXCOLOR(fColorScale,fColorScale,fColorScale,fAlphaBottom);
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const D3DXCOLOR colorGlowTop = D3DXCOLOR(1,1,1,fGlowTop);
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const D3DXCOLOR colorGlowBottom = D3DXCOLOR(1,1,1,fGlowBottom);
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const RageColor colorDiffuseTop = RageColor(fColorScale,fColorScale,fColorScale,fAlphaTop);
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const RageColor colorDiffuseBottom = RageColor(fColorScale,fColorScale,fColorScale,fAlphaBottom);
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const RageColor colorGlowTop = RageColor(1,1,1,fGlowTop);
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const RageColor colorGlowBottom = RageColor(1,1,1,fGlowBottom);
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if( bDrawGlowOnly && colorGlowTop.a==0 && colorGlowBottom.a==0 )
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continue;
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@@ -311,10 +311,10 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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continue;
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DISPLAY->AddQuad(
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D3DXVECTOR3(fXTopLeft-0.5f, fYTop-0.5f, 0), bDrawGlowOnly ? colorGlowTop : colorDiffuseTop, D3DXVECTOR2(fTexCoordLeft, fTexCoordTop), //colorGlowTop, // top-left
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D3DXVECTOR3(fXTopRight-0.5f, fYTop-0.5f, 0), bDrawGlowOnly ? colorGlowTop : colorDiffuseTop, D3DXVECTOR2(fTexCoordRight, fTexCoordTop), //colorGlowTop, // top-right
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D3DXVECTOR3(fXBottomLeft-0.5f, fYBottom-0.5f,0), bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom, D3DXVECTOR2(fTexCoordLeft, fTexCoordBottom), //colorGlowBottom, // bottom-left
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D3DXVECTOR3(fXBottomRight-0.5f,fYBottom-0.5f,0), bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom, D3DXVECTOR2(fTexCoordRight, fTexCoordBottom) );//, colorGlowBottom ); // bottom-right
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RageVector3(fXTopLeft-0.5f, fYTop-0.5f, 0), bDrawGlowOnly ? colorGlowTop : colorDiffuseTop, RageVector2(fTexCoordLeft, fTexCoordTop), //colorGlowTop, // top-left
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RageVector3(fXTopRight-0.5f, fYTop-0.5f, 0), bDrawGlowOnly ? colorGlowTop : colorDiffuseTop, RageVector2(fTexCoordRight, fTexCoordTop), //colorGlowTop, // top-right
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RageVector3(fXBottomLeft-0.5f, fYBottom-0.5f,0), bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom, RageVector2(fTexCoordLeft, fTexCoordBottom), //colorGlowBottom, // bottom-left
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RageVector3(fXBottomRight-0.5f,fYBottom-0.5f,0), bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom, RageVector2(fTexCoordRight, fTexCoordBottom) );//, colorGlowBottom ); // bottom-right
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}
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if( g_bDrawTapOnTopOfHoldHead )
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@@ -345,10 +345,10 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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const float fGlowTop = ArrowGetGlow( m_PlayerNumber, fYTop, fPercentFadeToFail );
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const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, fYBottom, fPercentFadeToFail );
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const float fColorScale = SCALE(fLife,0,1,0.2f,1);
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const D3DXCOLOR colorDiffuseTop = D3DXCOLOR(fColorScale,fColorScale,fColorScale,fAlphaTop);
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const D3DXCOLOR colorDiffuseBottom = D3DXCOLOR(fColorScale,fColorScale,fColorScale,fAlphaBottom);
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const D3DXCOLOR colorGlowTop = D3DXCOLOR(1,1,1,fGlowTop);
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const D3DXCOLOR colorGlowBottom = D3DXCOLOR(1,1,1,fGlowBottom);
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const RageColor colorDiffuseTop = RageColor(fColorScale,fColorScale,fColorScale,fAlphaTop);
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const RageColor colorDiffuseBottom = RageColor(fColorScale,fColorScale,fColorScale,fAlphaBottom);
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const RageColor colorGlowTop = RageColor(1,1,1,fGlowTop);
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const RageColor colorGlowBottom = RageColor(1,1,1,fGlowBottom);
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// the shift by -0.5 is to align texels to pixels
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@@ -358,10 +358,10 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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continue;
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DISPLAY->AddQuad(
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D3DXVECTOR3(fXTopLeft-0.5f, fYTop-0.5f, 0), bDrawGlowOnly ? colorGlowTop : colorDiffuseTop, D3DXVECTOR2(fTexCoordLeft, fTexCoordTop), // colorGlowTop, // top-left
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D3DXVECTOR3(fXTopRight-0.5f, fYTop-0.5f, 0), bDrawGlowOnly ? colorGlowTop : colorDiffuseTop, D3DXVECTOR2(fTexCoordRight, fTexCoordTop), // colorGlowTop, // top-right
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D3DXVECTOR3(fXBottomLeft-0.5f, fYBottom-0.5f,0), bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom, D3DXVECTOR2(fTexCoordLeft, fTexCoordBottom),// colorGlowBottom, // bottom-left
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D3DXVECTOR3(fXBottomRight-0.5f,fYBottom-0.5f,0), bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom, D3DXVECTOR2(fTexCoordRight, fTexCoordBottom) );//, colorGlowBottom ); // bottom-right
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RageVector3(fXTopLeft-0.5f, fYTop-0.5f, 0), bDrawGlowOnly ? colorGlowTop : colorDiffuseTop, RageVector2(fTexCoordLeft, fTexCoordTop), // colorGlowTop, // top-left
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RageVector3(fXTopRight-0.5f, fYTop-0.5f, 0), bDrawGlowOnly ? colorGlowTop : colorDiffuseTop, RageVector2(fTexCoordRight, fTexCoordTop), // colorGlowTop, // top-right
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RageVector3(fXBottomLeft-0.5f, fYBottom-0.5f,0), bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom, RageVector2(fTexCoordLeft, fTexCoordBottom),// colorGlowBottom, // bottom-left
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RageVector3(fXBottomRight-0.5f,fYBottom-0.5f,0), bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom, RageVector2(fTexCoordRight, fTexCoordBottom) );//, colorGlowBottom ); // bottom-right
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}
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DISPLAY->FlushQueue();
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@@ -377,8 +377,8 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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const float fAlpha = ArrowGetAlpha( m_PlayerNumber, fY, fPercentFadeToFail );
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const float fGlow = ArrowGetGlow( m_PlayerNumber, fY, fPercentFadeToFail );
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const float fColorScale = SCALE(fLife,0,1,0.2f,1);
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const D3DXCOLOR colorDiffuse= D3DXCOLOR(fColorScale,fColorScale,fColorScale,fAlpha);
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const D3DXCOLOR colorGlow = D3DXCOLOR(1,1,1,fGlow);
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const RageColor colorDiffuse= RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
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const RageColor colorGlow = RageColor(1,1,1,fGlow);
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// m_sprHoldParts.SetState( bActive?1:0 );
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// HACK: the border around the edge of on this sprite is super-obvious.
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@@ -386,13 +386,13 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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m_sprHoldParts.SetXY( fX, fY );
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if( bDrawGlowOnly )
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{
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m_sprHoldParts.SetDiffuse( D3DXCOLOR(1,1,1,0) );
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m_sprHoldParts.SetDiffuse( RageColor(1,1,1,0) );
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m_sprHoldParts.SetGlow( colorGlow );
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}
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else
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{
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m_sprHoldParts.SetDiffuse( colorDiffuse );
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m_sprHoldParts.SetGlow( D3DXCOLOR(0,0,0,0) );
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m_sprHoldParts.SetGlow( RageColor(0,0,0,0) );
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}
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m_sprHoldParts.Draw();
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}
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@@ -422,9 +422,9 @@ void NoteDisplay::DrawTap( const int iCol, const float fBeat, const bool bOnSame
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const int iColorPartFrameNo = GetTapColorFrameNo( fBeat );
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const float fColorScale = SCALE(fLife,0,1,0.2f,1);
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D3DXCOLOR colorGrayPart = D3DXCOLOR(fColorScale,fColorScale,fColorScale,1);
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D3DXCOLOR colorLeadingEdge;
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D3DXCOLOR colorTrailingEdge;
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RageColor colorGrayPart = RageColor(fColorScale,fColorScale,fColorScale,1);
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RageColor colorLeadingEdge;
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RageColor colorTrailingEdge;
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GetTapEdgeColors( fBeat, colorLeadingEdge, colorTrailingEdge );
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colorGrayPart.a *= fAlpha;
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colorLeadingEdge.a *= fAlpha;
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@@ -444,7 +444,7 @@ void NoteDisplay::DrawTap( const int iCol, const float fBeat, const bool bOnSame
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//
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m_sprHoldParts.SetXY( fXPos, fYPos );
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m_sprHoldParts.SetDiffuse( colorGrayPart );
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m_sprHoldParts.SetGlow( D3DXCOLOR(1,1,1,fGlow) );
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m_sprHoldParts.SetGlow( RageColor(1,1,1,fGlow) );
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m_sprHoldParts.StopUsingCustomCoords();
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m_sprHoldParts.SetState( 0 );
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m_sprHoldParts.Draw();
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@@ -453,7 +453,7 @@ void NoteDisplay::DrawTap( const int iCol, const float fBeat, const bool bOnSame
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{
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m_sprTapParts.SetXY( fXPos, fYPos );
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m_sprTapParts.SetRotation( fRotation );
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m_sprTapParts.SetGlow( D3DXCOLOR(1,1,1,fGlow) );
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m_sprTapParts.SetGlow( RageColor(1,1,1,fGlow) );
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//
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// draw gray part
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