diff --git a/stepmania/src/NoteDisplay.cpp b/stepmania/src/NoteDisplay.cpp index bb2235dc97..ff5e2596e4 100644 --- a/stepmania/src/NoteDisplay.cpp +++ b/stepmania/src/NoteDisplay.cpp @@ -695,7 +695,7 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iBeat, const bo const float fYBodyTop = fYHead + cache->m_iStartDrawingHoldBodyOffsetFromHead; const float fYBodyBottom = fYTail + cache->m_iStopDrawingHoldBodyOffsetFromTail; - const bool bReverse = m_pPlayerState->m_CurrentPlayerOptions.GetReversePercentForColumn(iCol) > 0.5; + const bool bReverse = m_pPlayerState->m_CurrentPlayerOptions.GetReversePercentForColumn(iCol) > 0.5f; bool bAnchorToBottom = bReverse && cache->m_bFlipHeadAndTailWhenReverse; if( bGlow ) @@ -932,7 +932,7 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iBeat, bool bIsBein // bDrawGlowOnly is a little hacky. We need to draw the diffuse part and the glow part one pass at a time to minimize state changes - bool bReverse = m_pPlayerState->m_CurrentPlayerOptions.GetReversePercentForColumn(iCol) > 0.5; + bool bReverse = m_pPlayerState->m_CurrentPlayerOptions.GetReversePercentForColumn(iCol) > 0.5f; float fStartBeat = NoteRowToBeat( max(tn.HoldResult.iLastHeldRow, iBeat) ); float fStartYOffset = ArrowEffects::GetYOffset( m_pPlayerState, iCol, fStartBeat );