name cleanup. Replace:
StartDrawingAtPixels FirstPixelToDraw YStartOffset DrawFarY with: DrawDistanceAfterTargetsPixels
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@@ -79,12 +79,12 @@ public:
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static void Update( float fDeltaTime );
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void DrawActor( Actor* pActor, int iCol, float fBeat, float fPercentFadeToFail, float fLife,
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float fReverseOffsetPixels, bool bUseLighting, NotePart part, float fDrawFarY, float fFadeInPercentOfDrawFar );
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float fReverseOffsetPixels, bool bUseLighting, NotePart part, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
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void DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bool bIsAddition, bool bIsMine, bool bIsLift,
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float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, float fDrawFarY, float fFadeInPercentOfDrawFar );
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float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
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void 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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float fPercentFadeToFail, bool bDrawGlowOnly, float fReverseOffsetPixels, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels,
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float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar );
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bool DrawHoldHeadForTapsOnSameRow() const;
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@@ -96,17 +96,17 @@ private:
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void DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep,
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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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void DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep,
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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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void DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail,
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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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void DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYTail, 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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void DrawHoldHead( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, 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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const PlayerState *m_pPlayerState; // to look up PlayerOptions
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NoteMetricCache_t *cache;
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