name cleanup. Replace:
StartDrawingAtPixels FirstPixelToDraw YStartOffset DrawFarY with: DrawDistanceAfterTargetsPixels
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@@ -48,12 +48,12 @@ public:
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// fAlpha is the transparency of the arrow. It depends on fYPos and the
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// AppearanceType.
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static float GetAlpha( const PlayerState* pPlayerState, int iCol, float fYPos, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawFarY, float fFadeInPercentOfDrawFar );
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static float GetAlpha( const PlayerState* pPlayerState, int iCol, float fYPos, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
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// fAlpha is the transparency of the arrow. It depends on fYPos and the
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// AppearanceType.
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static float GetGlow( const PlayerState* pPlayerState, int iCol, float fYPos, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawFarY, float fFadeInPercentOfDrawFar );
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static float GetGlow( const PlayerState* pPlayerState, int iCol, float fYPos, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
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// Depends on fYOffset.
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