real arrow visibility fix
fix numbers not actually being random
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@@ -354,7 +354,7 @@ float FindFirstDisplayedBeat( PlayerNumber pn, int iFirstPixelToDraw )
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while( fFirstBeatToDraw < GAMESTATE->m_fSongBeat )
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{
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float fYOffset = ArrowGetYOffset( pn, 0, fFirstBeatToDraw, -1 );
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float fYOffset = ArrowGetYOffset( pn, 0, fFirstBeatToDraw, true );
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if( fYOffset < iFirstPixelToDraw ) // off screen
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fFirstBeatToDraw += 0.1f; // move toward fSongBeat
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else // on screen
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@@ -378,7 +378,7 @@ float FindLastDisplayedBeat( PlayerNumber pn, int iLastPixelToDraw )
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for( int i=0; i<NUM_ITERATIONS; i++ )
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{
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float fYOffset = ArrowGetYOffset( pn, 0, fLastBeatToDraw, +1 );
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float fYOffset = ArrowGetYOffset( pn, 0, fLastBeatToDraw, true );
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if( fYOffset > iLastPixelToDraw ) // off screen
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fLastBeatToDraw -= fSearchDistance;
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@@ -543,8 +543,8 @@ void NoteField::DrawPrimitives()
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// TRICKY: If boomerang is on, then all notes in the range
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// [iFirstIndexToDraw,iLastIndexToDraw] aren't necessarily visible.
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// Test every note to make sure it's on screen before drawing
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float fYStartOffset = ArrowGetYOffset( m_PlayerNumber, 0, NoteRowToBeat(hn.iStartRow) );
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float fYEndOffset = ArrowGetYOffset( m_PlayerNumber, 0, NoteRowToBeat(hn.iEndRow) );
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float fYStartOffset = ArrowGetYOffset( m_PlayerNumber, 0, NoteRowToBeat(hn.iStartRow), true );
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float fYEndOffset = ArrowGetYOffset( m_PlayerNumber, 0, NoteRowToBeat(hn.iEndRow), true );
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if( !( iFirstPixelToDraw <= fYEndOffset && fYEndOffset <= iLastPixelToDraw ||
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iFirstPixelToDraw <= fYStartOffset && fYStartOffset <= iLastPixelToDraw ||
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fYStartOffset < iFirstPixelToDraw && fYEndOffset > iLastPixelToDraw ) )
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@@ -588,7 +588,7 @@ void NoteField::DrawPrimitives()
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// TRICKY: If boomerang is on, then all notes in the range
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// [iFirstIndexToDraw,iLastIndexToDraw] aren't necessarily visible.
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// Test every note to make sure it's on screen before drawing
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float fYOffset = ArrowGetYOffset( m_PlayerNumber, 0, NoteRowToBeat(i) );
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float fYOffset = ArrowGetYOffset( m_PlayerNumber, 0, NoteRowToBeat(i), true );
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if( fYOffset > iLastPixelToDraw ) // off screen
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continue; // skip
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if( fYOffset < iFirstPixelToDraw ) // off screen
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