Initial TapNote::lift implementation.
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@@ -16,6 +16,7 @@ enum NotePart
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NotePart_Tap,
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NotePart_Addition,
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NotePart_Mine,
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NotePart_Lift,
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NotePart_HoldHead,
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NotePart_HoldTail,
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NotePart_HoldTopCap,
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@@ -74,7 +75,7 @@ public:
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static void Update( float fDeltaTime );
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void DrawActor( Actor* pActor, int iCol, float fBeat, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, bool bUseLighting, NotePart part );
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void DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bool bIsAddition, bool bIsMine, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels );
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void DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bool bIsAddition, bool bIsMine, bool bIsLift, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels );
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void DrawHold( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, bool bIsActive, const HoldNoteResult &Result, float fPercentFadeToFail, bool bDrawGlowOnly, float fReverseOffsetPixels, float fYStartOffset, float fYEndOffset );
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bool DrawHoldHeadForTapsOnSameRow() const;
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@@ -84,6 +85,7 @@ protected:
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Actor *GetTapNoteActor( float fNoteBeat );
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Actor *GetTapAdditionActor( float fNoteBeat );
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Actor *GetTapMineActor( float fNoteBeat );
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Actor *GetTapLiftActor( float fNoteBeat );
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Actor *GetHoldHeadActor( float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
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Actor *GetHoldTailActor( float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
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Sprite *GetHoldTopCapSprite( float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
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@@ -103,12 +105,13 @@ protected:
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NoteColorActor m_TapNote;
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NoteColorActor m_TapAddition;
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NoteColorActor m_TapMine;
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NoteColorActor m_TapLift;
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NoteColorActor m_HoldHead[NUM_HOLD_TYPES][NUM_ACTIVE_TYPES];
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NoteColorSprite m_HoldTopCap[NUM_HOLD_TYPES][NUM_ACTIVE_TYPES];
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NoteColorSprite m_HoldBody[NUM_HOLD_TYPES][NUM_ACTIVE_TYPES];
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NoteColorSprite m_HoldBottomCap[NUM_HOLD_TYPES][NUM_ACTIVE_TYPES];
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NoteColorActor m_HoldTail[NUM_HOLD_TYPES][NUM_ACTIVE_TYPES];
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float m_fYReverseOffsetPixels;
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float m_fYReverseOffsetPixels;
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};
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#endif
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