simplify
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@@ -603,7 +603,7 @@ void NoteDisplay::DrawHoldHeadTail( const TapNote& tn, Actor* pActor, NotePart p
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}
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}
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void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeingHeld, bool bIsActive, 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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bool bDrawGlowOnly, float fReverseOffsetPixels, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar )
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{
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int iEndRow = iRow + tn.iDuration;
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@@ -617,7 +617,7 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeing
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// HACK: If active, don't set YOffset to 0 so that it doesn't jiggle around the receptor.
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bool bStartIsPastPeak = true;
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float fStartYOffset = 0;
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if( bIsActive )
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if( tn.HoldResult.bActive )
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; // use the default values filled in above
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else
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fStartYOffset = ArrowEffects::GetYOffset( m_pPlayerState, iCol, fStartBeat, fThrowAway, bStartIsPastPeak );
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@@ -79,7 +79,7 @@ public:
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void DrawTap( const TapNote& tn, int iCol, float fBeat, bool bOnSameRowAsHoldStart, bool bIsAddition,
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float fPercentFadeToFail, 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, const HoldNoteResult &Result,
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bool bIsAddition, float fPercentFadeToFail, bool bDrawGlowOnly, float fReverseOffsetPixels, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels,
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float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar );
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