float
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@@ -695,7 +695,7 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iBeat, const bo
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const float fYBodyTop = fYHead + cache->m_iStartDrawingHoldBodyOffsetFromHead;
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const float fYBodyBottom = fYTail + cache->m_iStopDrawingHoldBodyOffsetFromTail;
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const bool bReverse = m_pPlayerState->m_CurrentPlayerOptions.GetReversePercentForColumn(iCol) > 0.5;
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const bool bReverse = m_pPlayerState->m_CurrentPlayerOptions.GetReversePercentForColumn(iCol) > 0.5f;
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bool bAnchorToBottom = bReverse && cache->m_bFlipHeadAndTailWhenReverse;
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if( bGlow )
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@@ -932,7 +932,7 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iBeat, bool bIsBein
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// 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
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bool bReverse = m_pPlayerState->m_CurrentPlayerOptions.GetReversePercentForColumn(iCol) > 0.5;
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bool bReverse = m_pPlayerState->m_CurrentPlayerOptions.GetReversePercentForColumn(iCol) > 0.5f;
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float fStartBeat = NoteRowToBeat( max(tn.HoldResult.iLastHeldRow, iBeat) );
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float fStartYOffset = ArrowEffects::GetYOffset( m_pPlayerState, iCol, fStartBeat );
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