move param
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@@ -926,7 +926,7 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeing
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DrawHold( tn, iCol, iRow, bIsBeingHeld, bIsActive, Result, bIsAddition, fPercentFadeToFail, true, fReverseOffsetPixels, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHold( tn, iCol, iRow, bIsBeingHeld, bIsActive, Result, bIsAddition, fPercentFadeToFail, true, fReverseOffsetPixels, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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}
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}
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void NoteDisplay::DrawActor( const TapNote& tn, Actor* pActor, int iCol, float fBeat, bool bIsAddition, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, bool bUseLighting, NotePart part, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
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void NoteDisplay::DrawActor( const TapNote& tn, Actor* pActor, NotePart part, int iCol, float fBeat, bool bIsAddition, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, bool bUseLighting, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
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{
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{
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const float fYOffset = ArrowEffects::GetYOffset( m_pPlayerState, iCol, fBeat );
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const float fYOffset = ArrowEffects::GetYOffset( m_pPlayerState, iCol, fBeat );
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const float fYPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYOffset, fReverseOffsetPixels );
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const float fYPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYOffset, fReverseOffsetPixels );
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@@ -1020,7 +1020,7 @@ void NoteDisplay::DrawTap( const TapNote& tn, int iCol, float fBeat, bool bOnSam
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LUA->Release( L );
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LUA->Release( L );
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}
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}
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DrawActor( tn, pActor, iCol, fBeat, bIsAddition, fPercentFadeToFail, fLife, fReverseOffsetPixels, bUseLighting, part, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawActor( tn, pActor, part, iCol, fBeat, bIsAddition, fPercentFadeToFail, fLife, fReverseOffsetPixels, bUseLighting, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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if( tn.type == TapNote::attack )
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if( tn.type == TapNote::attack )
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pActor->PlayCommand( "UnsetAttack" );
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pActor->PlayCommand( "UnsetAttack" );
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@@ -77,8 +77,8 @@ public:
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static void Update( float fDeltaTime );
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static void Update( float fDeltaTime );
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void DrawActor( const TapNote& tn, Actor* pActor, int iCol, float fBeat, bool bIsAddition, float fPercentFadeToFail, float fLife,
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void DrawActor( const TapNote& tn, Actor* pActor, NotePart part, int iCol, float fBeat, bool bIsAddition, float fPercentFadeToFail, float fLife,
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float fReverseOffsetPixels, bool bUseLighting, NotePart part, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
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float fReverseOffsetPixels, bool bUseLighting, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
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void DrawTap( const TapNote& tn, int iCol, float fBeat, bool bOnSameRowAsHoldStart, bool bIsAddition,
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void DrawTap( const TapNote& tn, int iCol, float fBeat, bool bOnSameRowAsHoldStart, bool bIsAddition,
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float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
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float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
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void DrawHold( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, bool bIsActive, const HoldNoteResult &Result,
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void DrawHold( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, bool bIsActive, const HoldNoteResult &Result,
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