more consistent param order
This commit is contained in:
@@ -548,7 +548,7 @@ 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 fReverseOffsetPixels, float fPercentFadeToFail, float fColorScale,
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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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bool bUseLighting, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
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{
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{
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if( fYOffset < fDrawDistanceAfterTargetsPixels || fYOffset > fDrawDistanceBeforeTargetsPixels )
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if( fYOffset < fDrawDistanceAfterTargetsPixels || fYOffset > fDrawDistanceBeforeTargetsPixels )
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@@ -652,12 +652,12 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeing
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if( !cache->m_bHoldHeadIsAboveWavyParts )
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if( !cache->m_bHoldHeadIsAboveWavyParts )
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{
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{
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Actor *pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
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Actor *pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
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DrawHoldHeadTail( tn, pActor, NotePart_HoldHead, iCol, fBeat, bFlipHeadAndTail ? fEndYOffset : fStartYOffset, bIsAddition, fReverseOffsetPixels, fPercentFadeToFail, fColorScale, cache->m_bHoldHeadUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHoldHeadTail( tn, pActor, NotePart_HoldHead, iCol, fBeat, bFlipHeadAndTail ? fEndYOffset : fStartYOffset, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, cache->m_bHoldHeadUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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}
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}
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if( !cache->m_bHoldTailIsAboveWavyParts )
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if( !cache->m_bHoldTailIsAboveWavyParts )
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{
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{
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Actor *pActor = GetHoldActor( m_HoldTail, NotePart_HoldTail, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
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Actor *pActor = GetHoldActor( m_HoldTail, NotePart_HoldTail, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
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DrawHoldHeadTail( tn, pActor, NotePart_HoldTail, iCol, fBeat, bFlipHeadAndTail ? fStartYOffset : fEndYOffset, bIsAddition, fReverseOffsetPixels, fPercentFadeToFail, fColorScale, cache->m_bHoldTailUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHoldHeadTail( tn, pActor, NotePart_HoldTail, iCol, fBeat, bFlipHeadAndTail ? fStartYOffset : fEndYOffset, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, cache->m_bHoldTailUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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}
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}
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DrawHoldBody( tn, iCol, fBeat, bIsBeingHeld, fYHead, fYTail, bIsAddition, fPercentFadeToFail, fColorScale, false, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHoldBody( tn, iCol, fBeat, bIsBeingHeld, fYHead, fYTail, bIsAddition, fPercentFadeToFail, fColorScale, false, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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@@ -667,12 +667,12 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeing
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if( cache->m_bHoldTailIsAboveWavyParts )
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if( cache->m_bHoldTailIsAboveWavyParts )
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{
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{
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Actor *pActor = GetHoldActor( m_HoldTail, NotePart_HoldTail, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
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Actor *pActor = GetHoldActor( m_HoldTail, NotePart_HoldTail, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
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DrawHoldHeadTail( tn, pActor, NotePart_HoldTail, iCol, fBeat, bFlipHeadAndTail ? fStartYOffset : fEndYOffset, bIsAddition, fReverseOffsetPixels, fPercentFadeToFail, fColorScale, cache->m_bHoldTailUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHoldHeadTail( tn, pActor, NotePart_HoldTail, iCol, fBeat, bFlipHeadAndTail ? fStartYOffset : fEndYOffset, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, cache->m_bHoldTailUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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}
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}
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if( cache->m_bHoldHeadIsAboveWavyParts )
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if( cache->m_bHoldHeadIsAboveWavyParts )
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{
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{
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Actor *pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
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Actor *pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
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DrawHoldHeadTail( tn, pActor, NotePart_HoldHead, iCol, fBeat, bFlipHeadAndTail ? fEndYOffset : fStartYOffset, bIsAddition, fReverseOffsetPixels, fPercentFadeToFail, fColorScale, cache->m_bHoldHeadUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHoldHeadTail( tn, pActor, NotePart_HoldHead, iCol, fBeat, bFlipHeadAndTail ? fEndYOffset : fStartYOffset, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, cache->m_bHoldHeadUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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}
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}
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}
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}
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@@ -96,7 +96,7 @@ 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 fReverseOffsetPixels, float fPercentFadeToFail, float fColorScale,
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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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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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