name cleanup. Replace:
StartDrawingAtPixels FirstPixelToDraw YStartOffset DrawFarY with: DrawDistanceAfterTargetsPixels
This commit is contained in:
@@ -329,12 +329,12 @@ Sprite *NoteDisplay::GetHoldSprite( NoteColorSprite ncs[NUM_HoldType][NUM_Active
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return pSpriteOut;
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}
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static float ArrowGetAlphaOrGlow( bool bGlow, const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawFarY, float fFadeInPercentOfDrawFar )
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static float ArrowGetAlphaOrGlow( bool bGlow, const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
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{
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if( bGlow )
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return ArrowEffects::GetGlow( pPlayerState, iCol, fYOffset, fPercentFadeToFail, fYReverseOffsetPixels, fDrawFarY, fFadeInPercentOfDrawFar );
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return ArrowEffects::GetGlow( pPlayerState, iCol, fYOffset, fPercentFadeToFail, fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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else
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return ArrowEffects::GetAlpha( pPlayerState, iCol, fYOffset, fPercentFadeToFail, fYReverseOffsetPixels, fDrawFarY, fFadeInPercentOfDrawFar );
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return ArrowEffects::GetAlpha( pPlayerState, iCol, fYOffset, fPercentFadeToFail, fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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}
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struct StripBuffer
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@@ -365,7 +365,7 @@ 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, float fPercentFadeToFail, float fColorScale,
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bool bGlow, float fYStartOffset, float fYEndOffset, float fDrawFarY, float fFadeInPercentOfDrawFar )
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bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar )
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{
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//
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// Draw the top cap (always wavy)
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@@ -404,8 +404,8 @@ void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bI
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float fDrawYCapTop;
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float fDrawYCapBottom;
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{
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float fYStartPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYStartOffset, m_fYReverseOffsetPixels );
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float fYEndPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYEndOffset, m_fYReverseOffsetPixels );
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float fYStartPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fDrawDistanceAfterTargetsPixels, m_fYReverseOffsetPixels );
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float fYEndPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fDrawDistanceBeforeTargetsPixels, m_fYReverseOffsetPixels );
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fDrawYCapTop = max( fYCapTop, bReverse ? fYEndPos : fYStartPos );
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fDrawYCapBottom = min( fYCapBottom, bReverse ? fYStartPos : fYEndPos );
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}
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@@ -434,7 +434,7 @@ void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bI
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const float fTexCoordTop = SCALE( fTopDistFromHeadTop, 0, fFrameHeight, pRect->top, pRect->bottom );
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const float fTexCoordLeft = pRect->left;
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const float fTexCoordRight = pRect->right;
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const float fAlpha = ArrowGetAlphaOrGlow( bGlow, m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawFarY, fFadeInPercentOfDrawFar );
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const float fAlpha = ArrowGetAlphaOrGlow( bGlow, m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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const RageColor color = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
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if( fAlpha > 0 )
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@@ -477,7 +477,7 @@ 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, float fPercentFadeToFail, float fColorScale, bool bGlow,
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float fYStartOffset, float fYEndOffset, float fDrawFarY, float fFadeInPercentOfDrawFar )
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float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar )
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{
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//
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// Draw the body (always wavy)
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@@ -520,8 +520,8 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsB
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float fDrawYBodyTop;
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float fDrawYBodyBottom;
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{
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float fYStartPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYStartOffset, m_fYReverseOffsetPixels );
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float fYEndPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYEndOffset, m_fYReverseOffsetPixels );
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float fYStartPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fDrawDistanceAfterTargetsPixels, m_fYReverseOffsetPixels );
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float fYEndPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fDrawDistanceBeforeTargetsPixels, m_fYReverseOffsetPixels );
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fDrawYBodyTop = max( fYBodyTop, bReverse ? fYEndPos : fYStartPos );
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fDrawYBodyBottom = min( fYBodyBottom, bReverse ? fYStartPos : fYEndPos );
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@@ -554,7 +554,7 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsB
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fTexCoordTop -= fVertTexCoordOffset;
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const float fTexCoordLeft = pRect->left;
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const float fTexCoordRight = pRect->right;
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const float fAlpha = ArrowGetAlphaOrGlow( bGlow, m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawFarY, fFadeInPercentOfDrawFar );
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const float fAlpha = ArrowGetAlphaOrGlow( bGlow, m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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const RageColor color = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
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if( fAlpha > 0 )
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@@ -599,7 +599,8 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsB
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}
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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, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset, float fDrawFarY, float fFadeInPercentOfDrawFar )
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void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale,
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bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar )
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{
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//
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// Draw the bottom cap (always wavy)
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@@ -638,8 +639,8 @@ void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool
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float fDrawYCapTop;
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float fDrawYCapBottom;
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{
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float fYStartPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYStartOffset, m_fYReverseOffsetPixels );
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float fYEndPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYEndOffset, m_fYReverseOffsetPixels );
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float fYStartPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fDrawDistanceAfterTargetsPixels, m_fYReverseOffsetPixels );
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float fYEndPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fDrawDistanceBeforeTargetsPixels, m_fYReverseOffsetPixels );
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fDrawYCapTop = max( fYCapTop, bReverse ? fYEndPos : fYStartPos );
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fDrawYCapBottom = min( fYCapBottom, bReverse ? fYStartPos : fYEndPos );
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}
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@@ -665,7 +666,7 @@ void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool
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const float fTexCoordTop = SCALE( fTopDistFromTail, 0, fFrameHeight, pRect->top, pRect->bottom );
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const float fTexCoordLeft = pRect->left;
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const float fTexCoordRight = pRect->right;
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const float fAlpha = ArrowGetAlphaOrGlow( bGlow, m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawFarY, fFadeInPercentOfDrawFar );
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const float fAlpha = ArrowGetAlphaOrGlow( bGlow, m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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const RageColor color = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
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if( fAlpha > 0 )
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@@ -706,7 +707,8 @@ void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool
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}
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}
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void NoteDisplay::DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYTail, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset, float fDrawFarY, float fFadeInPercentOfDrawFar )
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void NoteDisplay::DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYTail, float fPercentFadeToFail, float fColorScale,
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bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar )
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{
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//
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// Draw the tail
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@@ -717,12 +719,12 @@ void NoteDisplay::DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsB
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const float fY = fYTail;
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const float fYOffset = ArrowEffects::GetYOffsetFromYPos( m_pPlayerState, iCol, fY, m_fYReverseOffsetPixels );
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if( fYOffset < fYStartOffset || fYOffset > fYEndOffset )
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if( fYOffset < fDrawDistanceAfterTargetsPixels || fYOffset > fDrawDistanceBeforeTargetsPixels )
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return;
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const float fX = ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset );
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const float fZ = ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset );
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const float fAlpha = ArrowEffects::GetAlpha( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawFarY, fFadeInPercentOfDrawFar );
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const float fGlow = ArrowEffects::GetGlow( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawFarY, fFadeInPercentOfDrawFar );
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const float fAlpha = ArrowEffects::GetAlpha( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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const float fGlow = ArrowEffects::GetGlow( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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const RageColor colorDiffuse = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
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const RageColor colorGlow = RageColor(1,1,1,fGlow);
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@@ -773,7 +775,8 @@ void NoteDisplay::DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsB
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}
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}
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void NoteDisplay::DrawHoldHead( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset, float fDrawFarY, float fFadeInPercentOfDrawFar )
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void NoteDisplay::DrawHoldHead( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fPercentFadeToFail, float fColorScale,
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bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar )
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{
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//
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// Draw the head
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@@ -785,12 +788,12 @@ void NoteDisplay::DrawHoldHead( const TapNote& tn, int iCol, int iRow, bool bIsB
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// draw with normal Sprite
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const float fY = fYHead;
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const float fYOffset = ArrowEffects::GetYOffsetFromYPos( m_pPlayerState, iCol, fY, m_fYReverseOffsetPixels );
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if( fYOffset < fYStartOffset || fYOffset > fYEndOffset )
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if( fYOffset < fDrawDistanceAfterTargetsPixels || fYOffset > fDrawDistanceBeforeTargetsPixels )
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return;
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const float fX = ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset );
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const float fZ = ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset );
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const float fAlpha = ArrowEffects::GetAlpha( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawFarY, fFadeInPercentOfDrawFar );
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const float fGlow = ArrowEffects::GetGlow( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawFarY, fFadeInPercentOfDrawFar );
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const float fAlpha = ArrowEffects::GetAlpha( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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const float fGlow = ArrowEffects::GetGlow( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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const RageColor colorDiffuse= RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
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const RageColor colorGlow = RageColor(1,1,1,fGlow);
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@@ -842,9 +845,8 @@ void NoteDisplay::DrawHoldHead( const TapNote& tn, int iCol, int iRow, bool bIsB
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}
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}
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void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeingHeld, bool bIsActive, const HoldNoteResult &Result,
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float fPercentFadeToFail, bool bDrawGlowOnly, float fReverseOffsetPixels, float fYStartOffset, float fYEndOffset,
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float fDrawFarY, float fFadeInPercentOfDrawFar )
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void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeingHeld, bool bIsActive, const HoldNoteResult &Result, float fPercentFadeToFail,
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bool bDrawGlowOnly, float fReverseOffsetPixels, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar )
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{
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int iEndRow = iRow + tn.iDuration;
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@@ -891,9 +893,9 @@ 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, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset, fDrawFarY, fFadeInPercentOfDrawFar );
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DrawHoldHead( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYTail : fYHead, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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if( !cache->m_bHoldTailIsAboveWavyParts )
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DrawHoldTail( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYHead : fYTail, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset, fDrawFarY, fFadeInPercentOfDrawFar );
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DrawHoldTail( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYHead : fYTail, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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if( bDrawGlowOnly )
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DISPLAY->SetTextureModeGlow();
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@@ -903,31 +905,31 @@ 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, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset, fDrawFarY, fFadeInPercentOfDrawFar );
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DrawHoldBody( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset, fDrawFarY, fFadeInPercentOfDrawFar );
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DrawHoldBottomCap( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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DrawHoldBody( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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if( bFlipHeadAndTail )
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DrawHoldTopCap( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset, fDrawFarY, fFadeInPercentOfDrawFar );
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DrawHoldTopCap( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, 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, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset, fDrawFarY, fFadeInPercentOfDrawFar );
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DrawHoldTail( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYHead : fYTail, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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if( cache->m_bHoldHeadIsAboveWavyParts )
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DrawHoldHead( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYTail : fYHead, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset, fDrawFarY, fFadeInPercentOfDrawFar );
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DrawHoldHead( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYTail : fYHead, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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// now, draw the glow pass
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if( !bDrawGlowOnly )
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DrawHold( tn, iCol, iRow, bIsBeingHeld, bIsActive, Result, fPercentFadeToFail, true, fReverseOffsetPixels, fYStartOffset, fYEndOffset, fDrawFarY, fFadeInPercentOfDrawFar );
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DrawHold( tn, iCol, iRow, bIsBeingHeld, bIsActive, Result, fPercentFadeToFail, true, fReverseOffsetPixels, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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}
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void NoteDisplay::DrawActor( Actor* pActor, int iCol, float fBeat, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, bool bUseLighting, NotePart part, float fDrawFarY, float fFadeInPercentOfDrawFar )
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void NoteDisplay::DrawActor( Actor* pActor, int iCol, float fBeat, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, bool bUseLighting, NotePart part, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
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{
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const float fYOffset = ArrowEffects::GetYOffset( m_pPlayerState, iCol, fBeat );
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const float fYPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYOffset, fReverseOffsetPixels );
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const float fRotation = ArrowEffects::GetRotation( m_pPlayerState, fBeat );
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const float fXPos = ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset );
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const float fZPos = ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset );
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const float fAlpha = ArrowEffects::GetAlpha( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawFarY, fFadeInPercentOfDrawFar );
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const float fGlow = ArrowEffects::GetGlow( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawFarY, fFadeInPercentOfDrawFar );
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const float fAlpha = ArrowEffects::GetAlpha( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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const float fGlow = ArrowEffects::GetGlow( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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const float fColorScale = ArrowEffects::GetBrightness( m_pPlayerState, fBeat ) * SCALE(fLife,0,1,0.2f,1);
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const float fZoom = ArrowEffects::GetZoom( m_pPlayerState );
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RageColor diffuse = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
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||||
@@ -973,7 +975,7 @@ void NoteDisplay::DrawActor( Actor* pActor, int iCol, float fBeat, float fPercen
|
||||
}
|
||||
}
|
||||
|
||||
void NoteDisplay::DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bool bIsAddition, bool bIsMine, bool bIsLift, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, float fDrawFarY, float fFadeInPercentOfDrawFar )
|
||||
void NoteDisplay::DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bool bIsAddition, bool bIsMine, bool bIsLift, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
|
||||
{
|
||||
Actor* pActor = NULL;
|
||||
bool bUseLighting = false;
|
||||
@@ -1007,7 +1009,7 @@ void NoteDisplay::DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bo
|
||||
bUseLighting = cache->m_bTapNoteUseLighting;
|
||||
}
|
||||
|
||||
DrawActor( pActor, iCol, fBeat, fPercentFadeToFail, fLife, fReverseOffsetPixels, bUseLighting, part, fDrawFarY, fFadeInPercentOfDrawFar );
|
||||
DrawActor( pActor, iCol, fBeat, fPercentFadeToFail, fLife, fReverseOffsetPixels, bUseLighting, part, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
|
||||
}
|
||||
|
||||
/*
|
||||
|
||||
Reference in New Issue
Block a user