fix warnings
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@@ -67,11 +67,11 @@ int NoteDisplay::GetTapFrameNo( const float fNoteBeat )
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float fSongBeat = GAMESTATE->m_fSongBeat;
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float fPercentIntoMeasure = fmodf( fSongBeat, g_fTapAnimationLengthInBeats ) / g_fTapAnimationLengthInBeats;
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fPercentIntoMeasure += 1/(iNumFrames*2.f); // fudge factor so that the "full white" frame shows when the arrow overlaps the receptors
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int iSongBeatFrameContrib = roundf( fPercentIntoMeasure * iNumFrames );
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int iSongBeatFrameContrib = (int)roundf( fPercentIntoMeasure * iNumFrames );
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float fBeatFraction = fmodf( fNoteBeat, 1.0f );
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fBeatFraction = froundf( fBeatFraction, 0.25f );
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int iBeatFractionContrib = roundf( fBeatFraction * iNumFrames );
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int iBeatFractionContrib = (int)roundf( fBeatFraction * iNumFrames );
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int iFrameNo;
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if( g_bAllowVivid && GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_ColorType == PlayerOptions::COLOR_VIVID )
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@@ -114,7 +114,7 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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const float fYBodyTop = g_bDrawTapOnTopOfHoldHead ? fYHeadBottom : fYHead; // middle of head
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const float fYBodyBottom = fYTailTop; // top of tail
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const int fYStep = fFrameHeight/4; // 4 segments per frame
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const int fYStep = int(fFrameHeight)/4; // 4 segments per frame
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DISPLAY->SetTexture( m_sprHoldParts.GetTexture() );
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DISPLAY->SetBlendModeNormal();
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