remove DrawHoldHeadTail
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@@ -548,60 +548,6 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, float fBeat, bool b
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bFlipHeadAndTail );
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bFlipHeadAndTail );
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}
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}
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void NoteDisplay::DrawHoldHeadTail( const TapNote& tn, Actor* pActor, NotePart part, int iCol, float fBeat, float fYOffset, bool bIsAddition, float fPercentFadeToFail, float fReverseOffsetPixels, float fColorScale,
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bool bUseLighting, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
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{
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if( fYOffset < fDrawDistanceAfterTargetsPixels || fYOffset > fDrawDistanceBeforeTargetsPixels )
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return;
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const float fY = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYOffset, fReverseOffsetPixels );
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const float fX = ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset );
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const float fZ = ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset );
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const float fAlpha = ArrowEffects::GetAlpha( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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const float fGlow = ArrowEffects::GetGlow( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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const RageColor diffuse = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
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const RageColor glow = RageColor(1,1,1,fGlow);
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pActor->SetRotationZ( 0 );
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pActor->SetXY( fX, fY );
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pActor->SetZ( fZ );
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pActor->SetDiffuse( diffuse );
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pActor->SetGlow( glow );
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pActor->SetZoom( ArrowEffects::GetZoom(m_pPlayerState) );
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bool bNeedsTranslate = (bIsAddition && !IsVectorZero(cache->m_fAdditionTextureCoordOffset[part])) || !IsVectorZero(cache->m_fNoteColorTextureCoordSpacing[part]);
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if( bNeedsTranslate )
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{
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DISPLAY->TexturePushMatrix();
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NoteType nt = BeatToNoteType( fBeat );
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ENUM_CLAMP( nt, (NoteType)0, MAX_DISPLAY_NOTE_TYPE );
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DISPLAY->TextureTranslate( (bIsAddition ? cache->m_fAdditionTextureCoordOffset[part] : RageVector2(0,0)) + cache->m_fNoteColorTextureCoordSpacing[part]*(float)nt );
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}
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if( bUseLighting )
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{
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DISPLAY->SetLighting( true );
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DISPLAY->SetLightDirectional(
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0,
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RageColor(1,1,1,1),
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RageColor(1,1,1,1),
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RageColor(1,1,1,1),
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RageVector3(1, 0, +1) );
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}
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pActor->Draw();
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if( bUseLighting )
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{
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DISPLAY->SetLightOff( 0 );
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DISPLAY->SetLighting( false );
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}
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if( bNeedsTranslate )
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{
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DISPLAY->TexturePopMatrix();
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}
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}
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void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeingHeld, const HoldNoteResult &Result, bool bIsAddition, float fPercentFadeToFail,
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void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeingHeld, const HoldNoteResult &Result, bool bIsAddition, float fPercentFadeToFail,
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float fReverseOffsetPixels, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar )
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float fReverseOffsetPixels, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar )
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{
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{
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@@ -96,8 +96,6 @@ private:
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void DrawHoldBody( const TapNote& tn, int iCol, float fBeat, bool bIsBeingHeld, float fYHead, float fYTail, bool bIsAddition, float fPercentFadeToFail,
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void DrawHoldBody( const TapNote& tn, int iCol, float fBeat, bool bIsBeingHeld, float fYHead, float fYTail, bool bIsAddition, float fPercentFadeToFail,
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float fColorScale,
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float fColorScale,
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bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
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bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
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void DrawHoldHeadTail( const TapNote& tn, Actor* pActor, NotePart part, int iCol, float fBeat, float fYOffset, bool bIsAddition, float fPercentFadeToFail, float fReverseOffsetPixels, float fColorScale,
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bool bUseLighting, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
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void DrawHoldPart( vector<Sprite*> &vpSpr, int iCol, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow,
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void DrawHoldPart( vector<Sprite*> &vpSpr, int iCol, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow,
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float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar,
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float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar,
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float fYTop, float fYBottom, float fYStartPos, float fYEndPos, bool bWrapping, bool bAnchorToBottom );
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float fYTop, float fYBottom, float fYStartPos, float fYEndPos, bool bWrapping, bool bAnchorToBottom );
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