remove unused fDrawDistanceBeforeTargetsPixels2
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@@ -368,7 +368,7 @@ struct StripBuffer
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};
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void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, bool bIsAddition, float fPercentFadeToFail, float fColorScale,
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bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar )
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bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
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{
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//
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// Draw the top cap (always wavy)
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@@ -480,7 +480,7 @@ void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bI
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void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, bool bIsAddition, float fPercentFadeToFail, float fColorScale, bool bGlow,
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float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar )
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float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
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{
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//
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// Draw the body (always wavy)
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@@ -603,7 +603,7 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsB
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}
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void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, bool bIsAddition, float fPercentFadeToFail, float fColorScale,
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bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar )
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bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
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{
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//
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// Draw the bottom cap (always wavy)
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@@ -711,7 +711,7 @@ void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool
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}
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void NoteDisplay::DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fY, bool bIsAddition, float fPercentFadeToFail, float fColorScale,
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bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar )
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bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
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{
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//
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// Draw the tail
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@@ -781,7 +781,7 @@ void NoteDisplay::DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsB
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}
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void NoteDisplay::DrawHoldHead( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fY, bool bIsAddition, float fPercentFadeToFail, float fColorScale,
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bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar )
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bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
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{
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//
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// Draw the head
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@@ -898,9 +898,9 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeing
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/* The body and caps should have no overlap, so their order doesn't matter.
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* Draw the head last, so it appears on top. */
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if( !cache->m_bHoldHeadIsAboveWavyParts )
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DrawHoldHead( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYTail : fYHead, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHoldHead( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYTail : fYHead, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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if( !cache->m_bHoldTailIsAboveWavyParts )
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DrawHoldTail( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYHead : fYTail, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHoldTail( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYHead : fYTail, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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if( bDrawGlowOnly )
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DISPLAY->SetTextureModeGlow();
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@@ -910,16 +910,16 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeing
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DISPLAY->SetZWrite( WavyPartsNeedZBuffer );
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if( !bFlipHeadAndTail )
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DrawHoldBottomCap( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHoldBody( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHoldBottomCap( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHoldBody( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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if( bFlipHeadAndTail )
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DrawHoldTopCap( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHoldTopCap( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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/* These set the texture mode themselves. */
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if( cache->m_bHoldTailIsAboveWavyParts )
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DrawHoldTail( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYHead : fYTail, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHoldTail( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYHead : fYTail, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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if( cache->m_bHoldHeadIsAboveWavyParts )
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DrawHoldHead( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYTail : fYHead, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHoldHead( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYTail : fYHead, bIsAddition, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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// now, draw the glow pass
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if( !bDrawGlowOnly )
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