fix param name: iBeat -> iRow
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@@ -23,7 +23,7 @@ public:
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void DrawActor( Actor* pActor, int iCol, float fBeat, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, bool bUseLighting );
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void DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bool bIsAddition, bool bIsMine, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels );
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void DrawHold( const TapNote& tn, int iCol, int iBeat, bool bIsBeingHeld, bool bIsActive, const HoldNoteResult &Result, float fPercentFadeToFail, bool bDrawGlowOnly, float fReverseOffsetPixels, float fYStartOffset, float fYEndOffset );
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void DrawHold( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, bool bIsActive, const HoldNoteResult &Result, float fPercentFadeToFail, bool bDrawGlowOnly, float fReverseOffsetPixels, float fYStartOffset, float fYEndOffset );
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bool DrawHoldHeadForTapsOnSameRow() const;
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@@ -38,11 +38,11 @@ protected:
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Sprite *GetHoldBodySprite( float fNoteBeat, bool bIsBeingHeld );
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Sprite *GetHoldBottomCapSprite( float fNoteBeat, bool bIsBeingHeld );
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void DrawHoldBottomCap( const TapNote& tn, int iCol, int iBeat, const bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
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void DrawHoldTopCap( const TapNote& tn, int iCol, int iBeat, const bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
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void DrawHoldBody( const TapNote& tn, int iCol, int iBeat, const bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
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void DrawHoldTail( const TapNote& tn, int iCol, int iBeat, const bool bIsBeingHeld, float fYTail, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
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void DrawHoldHead( const TapNote& tn, int iCol, int iBeat, const bool bIsBeingHeld, float fYHead, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
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void DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, const bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
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void DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, const bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
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void DrawHoldBody( const TapNote& tn, int iCol, int iRow, const bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
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void DrawHoldTail( const TapNote& tn, int iCol, int iRow, const bool bIsBeingHeld, float fYTail, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
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void DrawHoldHead( const TapNote& tn, int iCol, int iRow, const bool bIsBeingHeld, float fYHead, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
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const PlayerState* m_pPlayerState; // to look up PlayerOptions
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