Fixed crash drawing area highlight if boost is on
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@@ -45,7 +45,8 @@ float ArrowGetYOffset( PlayerNumber pn, float fNoteBeat )
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switch( GAMESTATE->m_PlayerOptions[pn].m_AccelType )
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{
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case PlayerOptions::ACCEL_BOOST:
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fYOffset *= 1.5f / ((fYOffset+SCREEN_HEIGHT/1.2f)/SCREEN_HEIGHT);
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if( fYOffset > 0 ) // speed the arrows back to normal after they cross 0
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fYOffset *= 1.5f / ((fYOffset+SCREEN_HEIGHT/1.2f)/SCREEN_HEIGHT);
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break;
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case PlayerOptions::ACCEL_LAND:
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if( fYOffset > 0 ) // speed the arrows back to normal after they cross 0
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@@ -140,10 +140,14 @@ void NoteField::DrawMarkerBar( const float fBeat )
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void NoteField::DrawAreaHighlight( const float fStartBeat, const float fEndBeat )
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{
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const float fYStartOffset = ArrowGetYOffset( m_PlayerNumber, fStartBeat );
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const float fYStartPos = ArrowGetYPos( m_PlayerNumber, fYStartOffset );
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const float fYEndOffset = ArrowGetYOffset( m_PlayerNumber, fEndBeat );
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const float fYEndPos = ArrowGetYPos( m_PlayerNumber, fYEndOffset );
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float fYStartOffset = ArrowGetYOffset( m_PlayerNumber, fStartBeat );
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float fYStartPos = ArrowGetYPos( m_PlayerNumber, fYStartOffset );
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float fYEndOffset = ArrowGetYOffset( m_PlayerNumber, fEndBeat );
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float fYEndPos = ArrowGetYPos( m_PlayerNumber, fYEndOffset );
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// Something in OpenGL crashes if this is values are too large. Strange. -Chris
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fYStartPos = max( fYStartPos, -1000 );
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fYEndPos = min( fYEndPos, +5000 );
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m_rectAreaHighlight.StretchTo( RectI(0, (int)fYStartPos-ARROW_SIZE/2, 1, (int)fYEndPos+ARROW_SIZE/2) );
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m_rectAreaHighlight.SetZoomX( (float)(GetNumTracks()+1) * ARROW_SIZE );
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@@ -231,7 +231,7 @@ ScreenEdit::ScreenEdit()
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m_NoteFieldEdit.SetXY( EDIT_X, EDIT_GRAY_Y );
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m_NoteFieldEdit.SetZoom( 0.5f );
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m_NoteFieldEdit.Load( ¬eData, PLAYER_1, -200, 800 );
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m_NoteFieldEdit.Load( ¬eData, PLAYER_1, -220, 800 );
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m_rectRecordBack.StretchTo( RectI(SCREEN_LEFT, SCREEN_TOP, SCREEN_RIGHT, SCREEN_BOTTOM) );
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m_rectRecordBack.SetDiffuse( RageColor(0,0,0,0) );
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