start merging NoteDataWithScoring and NoteField per-hold and per-tap
data into TapNote and HoldNote. This reduces lookup costs significantly. It's a bit simpler, though I'm not entirely happy with the resulting encapsulation ...
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@@ -928,7 +928,8 @@ void NoteDisplay::DrawHold( const HoldNote& hn, bool bIsBeingHeld, bool bIsActiv
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int iCol = hn.iTrack;
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bool bReverse = m_pPlayerState->m_CurrentPlayerOptions.GetReversePercentForColumn(iCol) > 0.5;
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float fStartYOffset = ArrowEffects::GetYOffset( m_pPlayerState, iCol, Result.GetLastHeldBeat() );
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float fStartBeat = NoteRowToBeat( max(hn.result.iLastHeldRow, hn.iStartRow) );
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float fStartYOffset = ArrowEffects::GetYOffset( m_pPlayerState, iCol, fStartBeat );
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// HACK: If active, don't allow the top of the hold to go above the receptor
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if( bIsActive )
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@@ -946,7 +947,7 @@ void NoteDisplay::DrawHold( const HoldNote& hn, bool bIsBeingHeld, bool bIsActiv
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/* Hack: Z effects need a finer grain step. */
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const int fYStep = WavyPartsNeedZBuffer? 4: 16; //bWavy ? 16 : 128; // use small steps only if wavy
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const float fColorScale = 1*Result.fLife + (1-Result.fLife)*cache->m_fHoldNGGrayPercent;
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const float fColorScale = 1*hn.result.fLife + (1-hn.result.fLife)*cache->m_fHoldNGGrayPercent;
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bool bFlipHeadAndTail = bReverse && cache->m_bFlipHeadAndTailWhenReverse;
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