one less GetYPos call per arrow
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@@ -467,11 +467,8 @@ static float GetSuddenStartLine( const PlayerState* pPlayerState )
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}
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}
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// used by ArrowGetAlpha and ArrowGetGlow below
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// used by ArrowGetAlpha and ArrowGetGlow below
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float ArrowGetPercentVisible( const PlayerState* pPlayerState, int iCol, float fYOffset, float fYReverseOffsetPixels )
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float ArrowGetPercentVisible( const PlayerState* pPlayerState, float fYPosWithoutReverse )
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{
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{
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/* Get the YPos without reverse (that is, factor in EFFECT_TIPSY). */
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float fYPosWithoutReverse = ArrowEffects::GetYPos( pPlayerState, iCol, fYOffset, fYReverseOffsetPixels, false );
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const float fDistFromCenterLine = fYPosWithoutReverse - GetCenterLine( pPlayerState );
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const float fDistFromCenterLine = fYPosWithoutReverse - GetCenterLine( pPlayerState );
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if( fYPosWithoutReverse < 0 ) // past Gray Arrows
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if( fYPosWithoutReverse < 0 ) // past Gray Arrows
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@@ -517,7 +514,7 @@ float ArrowEffects::GetAlpha( const PlayerState* pPlayerState, int iCol, float f
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/* Get the YPos without reverse (that is, factor in EFFECT_TIPSY). */
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/* Get the YPos without reverse (that is, factor in EFFECT_TIPSY). */
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float fYPosWithoutReverse = ArrowEffects::GetYPos( pPlayerState, iCol, fYOffset, fYReverseOffsetPixels, false );
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float fYPosWithoutReverse = ArrowEffects::GetYPos( pPlayerState, iCol, fYOffset, fYReverseOffsetPixels, false );
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float fPercentVisible = ArrowGetPercentVisible(pPlayerState,iCol,fYOffset,fYReverseOffsetPixels);
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float fPercentVisible = ArrowGetPercentVisible( pPlayerState, fYPosWithoutReverse );
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if( fPercentFadeToFail != -1 )
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if( fPercentFadeToFail != -1 )
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fPercentVisible = 1 - fPercentFadeToFail;
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fPercentVisible = 1 - fPercentFadeToFail;
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@@ -536,7 +533,10 @@ float ArrowEffects::GetAlpha( const PlayerState* pPlayerState, int iCol, float f
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float ArrowEffects::GetGlow( const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
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float ArrowEffects::GetGlow( const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
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{
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{
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float fPercentVisible = ArrowGetPercentVisible(pPlayerState,iCol,fYOffset,fYReverseOffsetPixels);
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/* Get the YPos without reverse (that is, factor in EFFECT_TIPSY). */
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float fYPosWithoutReverse = ArrowEffects::GetYPos( pPlayerState, iCol, fYOffset, fYReverseOffsetPixels, false );
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float fPercentVisible = ArrowGetPercentVisible( pPlayerState, fYPosWithoutReverse );
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if( fPercentFadeToFail != -1 )
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if( fPercentFadeToFail != -1 )
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fPercentVisible = 1 - fPercentFadeToFail;
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fPercentVisible = 1 - fPercentFadeToFail;
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