diff --git a/stepmania/src/NoteDisplay.cpp b/stepmania/src/NoteDisplay.cpp index 612a8facce..ada3c223ac 100644 --- a/stepmania/src/NoteDisplay.cpp +++ b/stepmania/src/NoteDisplay.cpp @@ -603,7 +603,7 @@ void NoteDisplay::DrawHoldHeadTail( const TapNote& tn, Actor* pActor, NotePart p } } -void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeingHeld, bool bIsActive, const HoldNoteResult &Result, bool bIsAddition, float fPercentFadeToFail, +void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeingHeld, const HoldNoteResult &Result, bool bIsAddition, float fPercentFadeToFail, bool bDrawGlowOnly, float fReverseOffsetPixels, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar ) { int iEndRow = iRow + tn.iDuration; @@ -617,7 +617,7 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeing // HACK: If active, don't set YOffset to 0 so that it doesn't jiggle around the receptor. bool bStartIsPastPeak = true; float fStartYOffset = 0; - if( bIsActive ) + if( tn.HoldResult.bActive ) ; // use the default values filled in above else fStartYOffset = ArrowEffects::GetYOffset( m_pPlayerState, iCol, fStartBeat, fThrowAway, bStartIsPastPeak ); diff --git a/stepmania/src/NoteDisplay.h b/stepmania/src/NoteDisplay.h index aea837af1c..9d13c07c38 100644 --- a/stepmania/src/NoteDisplay.h +++ b/stepmania/src/NoteDisplay.h @@ -79,7 +79,7 @@ public: void DrawTap( const TapNote& tn, int iCol, float fBeat, bool bOnSameRowAsHoldStart, bool bIsAddition, float fPercentFadeToFail, float fReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar ); - void DrawHold( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, bool bIsActive, const HoldNoteResult &Result, + void DrawHold( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, const HoldNoteResult &Result, bool bIsAddition, float fPercentFadeToFail, bool bDrawGlowOnly, float fReverseOffsetPixels, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar );