pass fYOffset to DrawHoldHeadTail, so it acts more like DrawActor
This commit is contained in:
@@ -548,15 +548,12 @@ 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 fY, bool bIsAddition, 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 fReverseOffsetPixels, float fPercentFadeToFail, 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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//
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// Draw the head
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//
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const float fYOffset = ArrowEffects::GetYOffsetFromYPos( m_pPlayerState, iCol, fY, m_fYReverseOffsetPixels );
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if( fYOffset < fDrawDistanceAfterTargetsPixels || fYOffset > fDrawDistanceBeforeTargetsPixels )
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if( fYOffset < fDrawDistanceAfterTargetsPixels || fYOffset > fDrawDistanceBeforeTargetsPixels )
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return;
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return;
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const float fY = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYOffset, fReverseOffsetPixels );
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const float fX = ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset );
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const float fX = ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset );
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const float fZ = ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset );
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const float fZ = ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset );
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const float fAlpha = ArrowEffects::GetAlpha( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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const float fAlpha = ArrowEffects::GetAlpha( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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@@ -655,12 +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 ? fYTail : fYHead, bIsAddition, fPercentFadeToFail, fColorScale, cache->m_bHoldHeadUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHoldHeadTail( tn, pActor, NotePart_HoldHead, iCol, fBeat, bFlipHeadAndTail ? fYTail : fYHead, bIsAddition, fReverseOffsetPixels, fPercentFadeToFail, 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 ? fYHead : fYTail, bIsAddition, fPercentFadeToFail, fColorScale, cache->m_bHoldTailUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHoldHeadTail( tn, pActor, NotePart_HoldTail, iCol, fBeat, bFlipHeadAndTail ? fYHead : fYTail, bIsAddition, fReverseOffsetPixels, fPercentFadeToFail, 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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@@ -670,12 +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 ? fYHead : fYTail, bIsAddition, fPercentFadeToFail, fColorScale, cache->m_bHoldTailUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHoldHeadTail( tn, pActor, NotePart_HoldTail, iCol, fBeat, bFlipHeadAndTail ? fYHead : fYTail, bIsAddition, fReverseOffsetPixels, fPercentFadeToFail, 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 ? fYTail : fYHead, bIsAddition, fPercentFadeToFail, fColorScale, cache->m_bHoldHeadUseLighting, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHoldHeadTail( tn, pActor, NotePart_HoldHead, iCol, fBeat, bFlipHeadAndTail ? fYTail : fYHead, bIsAddition, fReverseOffsetPixels, fPercentFadeToFail, 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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