flip this around, to look like the same expression in the other two wavy hold part renderers
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@@ -539,7 +539,7 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, float fBeat, bool b
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const float fXRight = fX + fFrameWidth/2;
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const float fXRight = fX + fFrameWidth/2;
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const float fDistFromBodyBottom = fYBodyBottom - fY;
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const float fDistFromBodyBottom = fYBodyBottom - fY;
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const float fDistFromBodyTop = fY - fYBodyTop;
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const float fDistFromBodyTop = fY - fYBodyTop;
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float fTexCoordTop = SCALE( bAnchorToBottom ? fDistFromBodyTop : fDistFromBodyBottom, 0, fFrameHeight, pRect->bottom, pRect->top );
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float fTexCoordTop = SCALE( bAnchorToBottom ? fDistFromBodyBottom : fDistFromBodyTop, 0, fFrameHeight, pRect->top, pRect->bottom );
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/* For very large hold notes, shift the texture coordinates to be near 0, so we
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/* For very large hold notes, shift the texture coordinates to be near 0, so we
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* don't send very large values to the renderer. */
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* don't send very large values to the renderer. */
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if( fY == fDrawYBodyTop ) // first
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if( fY == fDrawYBodyTop ) // first
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