fix m_bFlipHeadAndTailWhenReverse
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@@ -782,12 +782,14 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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const float fColorScale = 1*fLife + (1-fLife)*cache->m_fHoldNGGrayPercent;
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bool bFlipHeadAndTail = bReverse && cache->m_bFlipHeadAndTailWhenReverse;
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/* The body and caps should have no overlap, so their order doesn't matter.
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* Draw the head last, so it appears on top. */
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if( !cache->m_bHoldHeadIsAboveWavyParts )
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DrawHoldHead( hn, bActive, cache->m_bFlipHeadAndTailWhenReverse ? fYTail : fYHead, iCol, fPercentFadeToFail, fColorScale, bDrawGlowOnly );
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DrawHoldHead( hn, bActive, bFlipHeadAndTail ? fYTail : fYHead, iCol, fPercentFadeToFail, fColorScale, bDrawGlowOnly );
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if( !cache->m_bHoldTailIsAboveWavyParts )
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DrawHoldTail( hn, bActive, cache->m_bFlipHeadAndTailWhenReverse ? fYHead : fYTail, iCol, fPercentFadeToFail, fColorScale, bDrawGlowOnly );
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DrawHoldTail( hn, bActive, bFlipHeadAndTail ? fYHead : fYTail, iCol, fPercentFadeToFail, fColorScale, bDrawGlowOnly );
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if( bDrawGlowOnly )
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DISPLAY->SetTextureModeGlow();
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@@ -800,9 +802,9 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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/* These set the texture mode themselves. */
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if( cache->m_bHoldTailIsAboveWavyParts )
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DrawHoldTail( hn, bActive, cache->m_bFlipHeadAndTailWhenReverse ? fYHead : fYTail, iCol, fPercentFadeToFail, fColorScale, bDrawGlowOnly );
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DrawHoldTail( hn, bActive, bFlipHeadAndTail ? fYHead : fYTail, iCol, fPercentFadeToFail, fColorScale, bDrawGlowOnly );
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if( cache->m_bHoldHeadIsAboveWavyParts )
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DrawHoldHead( hn, bActive, cache->m_bFlipHeadAndTailWhenReverse ? fYTail : fYHead, iCol, fPercentFadeToFail, fColorScale, bDrawGlowOnly );
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DrawHoldHead( hn, bActive, bFlipHeadAndTail ? fYTail : fYHead, iCol, fPercentFadeToFail, fColorScale, bDrawGlowOnly );
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// now, draw the glow pass
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if( !bDrawGlowOnly )
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