half-finished codes, options icons, and two new modifiers.
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@@ -309,39 +309,19 @@ 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.SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
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m_sprHoldParts.SetGlowColor( colorGlow );
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m_sprHoldParts.SetDiffuse( D3DXCOLOR(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.SetDiffuseColor( colorDiffuse );
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m_sprHoldParts.SetGlowColor( D3DXCOLOR(0,0,0,0) );
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m_sprHoldParts.SetDiffuse( colorDiffuse );
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m_sprHoldParts.SetGlow( D3DXCOLOR(0,0,0,0) );
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}
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m_sprHoldParts.Draw();
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}
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//
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// We've drawn the diffuse pass, now draw the glow pass if necessary
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//
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bool bDrawGlow = false;
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if( fPercentFadeToFail > 0 )
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bDrawGlow = true;
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// now, draw the glow pass
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if( !bDrawGlowOnly )
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{
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switch( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_AppearanceType )
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{
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case PlayerOptions::APPEARANCE_VISIBLE:
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case PlayerOptions::APPEARANCE_STEALTH:
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break; // don't need to draw glow
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case PlayerOptions::APPEARANCE_HIDDEN:
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case PlayerOptions::APPEARANCE_SUDDEN:
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bDrawGlow = true;
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break;
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default:
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ASSERT(0);
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}
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}
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if( bDrawGlow )
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DrawHold( hn, bActive, fLife, fPercentFadeToFail, true );
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}
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@@ -369,20 +349,20 @@ void NoteDisplay::DrawTap( const int iCol, const float fBeat, const bool bUseHol
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m_sprTapParts.SetXY( fXPos, fYPos );
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m_sprTapParts.SetRotation( fRotation );
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m_sprTapParts.SetGlowColor( D3DXCOLOR(1,1,1,fGlow) );
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m_sprTapParts.SetGlow( D3DXCOLOR(1,1,1,fGlow) );
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//
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// draw gray part
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//
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m_sprTapParts.SetState( iGrayPartFrameNo );
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m_sprTapParts.SetDiffuseColor( colorGrayPart );
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m_sprTapParts.SetDiffuse( colorGrayPart );
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m_sprTapParts.Draw();
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//
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// draw color part
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//
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m_sprTapParts.SetState( iColorPartFrameNo );
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m_sprTapParts.SetDiffuseColorTopEdge( colorLeadingEdge );
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m_sprTapParts.SetDiffuseColorBottomEdge( colorTrailingEdge );
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m_sprTapParts.SetDiffuseTopEdge( colorLeadingEdge );
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m_sprTapParts.SetDiffuseBottomEdge( colorTrailingEdge );
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m_sprTapParts.Draw();
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}
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