name cleanup. Replace:
StartDrawingAtPixels FirstPixelToDraw YStartOffset DrawFarY with: DrawDistanceAfterTargetsPixels
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@@ -512,7 +512,7 @@ float ArrowGetPercentVisible( const PlayerState* pPlayerState, int iCol, float f
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return clamp( 1+fVisibleAdjust, 0, 1 );
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}
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float ArrowEffects::GetAlpha( const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawFarY, float fFadeInPercentOfDrawFar )
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float ArrowEffects::GetAlpha( const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
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{
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float fPercentVisible = ArrowGetPercentVisible(pPlayerState,iCol,fYOffset,fYReverseOffsetPixels);
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@@ -523,10 +523,10 @@ float ArrowEffects::GetAlpha( const PlayerState* pPlayerState, int iCol, float f
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/* Get the YPos without reverse (that is, factor in EFFECT_TIPSY). */
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float fYPos = ArrowEffects::GetYPos( pPlayerState, iCol, fYOffset, fYReverseOffsetPixels, false );
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float fFullAlphaY = fDrawFarY*(1-fFadeInPercentOfDrawFar);
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float fFullAlphaY = fDrawDistanceBeforeTargetsPixels*(1-fFadeInPercentOfDrawFar);
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if( fYPos > fFullAlphaY )
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{
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float f = SCALE( fYPos, fFullAlphaY, fDrawFarY, 1.0f, 0.0f );
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float f = SCALE( fYPos, fFullAlphaY, fDrawDistanceBeforeTargetsPixels, 1.0f, 0.0f );
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return f;
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}
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@@ -534,7 +534,7 @@ float ArrowEffects::GetAlpha( const PlayerState* pPlayerState, int iCol, float f
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return (fPercentVisible>0.5f) ? 1.0f : 0.0f;
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}
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float ArrowEffects::GetGlow( const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawFarY, float fFadeInPercentOfDrawFar )
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float ArrowEffects::GetGlow( const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
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{
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float fPercentVisible = ArrowGetPercentVisible(pPlayerState,iCol,fYOffset,fYReverseOffsetPixels);
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