simplify
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@@ -446,7 +446,7 @@ void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, float fBeat, bool
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queue.v[0].p = RageVector3(fXLeft, fY, fZ); queue.v[0].c = color; queue.v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop);
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queue.v[0].p = RageVector3(fXLeft, fY, fZ); queue.v[0].c = color; queue.v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop);
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queue.v[1].p = RageVector3(fXRight, fY, fZ); queue.v[1].c = color; queue.v[1].t = RageVector2(fTexCoordRight, fTexCoordTop);
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queue.v[1].p = RageVector3(fXRight, fY, fZ); queue.v[1].c = color; queue.v[1].t = RageVector2(fTexCoordRight, fTexCoordTop);
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queue.v+=2;
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queue.v+=2;
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if( queue.Free() < 2 )
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if( queue.Free() < 2 || bLast )
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{
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{
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/* The queue is full. Render it, clear the buffer, and move back a step to
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/* The queue is full. Render it, clear the buffer, and move back a step to
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* start off the quad strip again. */
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* start off the quad strip again. */
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@@ -465,17 +465,6 @@ void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, float fBeat, bool
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fY -= fYStep;
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fY -= fYStep;
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}
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}
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}
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}
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if( !bAllAreTransparent )
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{
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FOREACH( Sprite*, vpSpr, spr )
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{
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RageTexture* pTexture = (*spr)->GetTexture();
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DISPLAY->SetTexture( TextureUnit_1, pTexture->GetTexHandle() );
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DISPLAY->SetBlendMode( spr == vpSpr.begin() ? BLEND_NORMAL : BLEND_ADD );
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queue.Draw();
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}
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}
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}
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}
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@@ -566,7 +555,7 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, float fBeat, bool b
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queue.v[0].p = RageVector3(fXLeft, fY, fZ); queue.v[0].c = color; queue.v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop);
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queue.v[0].p = RageVector3(fXLeft, fY, fZ); queue.v[0].c = color; queue.v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop);
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queue.v[1].p = RageVector3(fXRight, fY, fZ); queue.v[1].c = color; queue.v[1].t = RageVector2(fTexCoordRight, fTexCoordTop);
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queue.v[1].p = RageVector3(fXRight, fY, fZ); queue.v[1].c = color; queue.v[1].t = RageVector2(fTexCoordRight, fTexCoordTop);
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queue.v+=2;
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queue.v+=2;
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if( queue.Free() < 2 )
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if( queue.Free() < 2 || bLast )
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{
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{
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/* The queue is full. Render it, clear the buffer, and move back a step to
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/* The queue is full. Render it, clear the buffer, and move back a step to
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* start off the quad strip again. */
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* start off the quad strip again. */
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@@ -587,19 +576,6 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, float fBeat, bool b
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fY -= fYStep;
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fY -= fYStep;
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}
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}
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}
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}
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if( !bAllAreTransparent )
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{
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FOREACH( Sprite*, vpSpr, spr )
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{
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RageTexture* pTexture = (*spr)->GetTexture();
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DISPLAY->SetTexture( TextureUnit_1, pTexture->GetTexHandle() );
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DISPLAY->SetBlendMode( spr == vpSpr.begin() ? BLEND_NORMAL : BLEND_ADD );
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DISPLAY->SetCullMode( CULL_NONE );
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DISPLAY->SetTextureWrapping( true );
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queue.Draw();
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}
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}
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}
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}
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void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, float fBeat, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, bool bIsAddition, float fPercentFadeToFail, float fColorScale,
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void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, float fBeat, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, bool bIsAddition, float fPercentFadeToFail, float fColorScale,
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@@ -678,7 +654,7 @@ void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, float fBeat, b
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queue.v[0].p = RageVector3(fXLeft, fY, fZ); queue.v[0].c = color; queue.v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop);
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queue.v[0].p = RageVector3(fXLeft, fY, fZ); queue.v[0].c = color; queue.v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop);
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queue.v[1].p = RageVector3(fXRight, fY, fZ); queue.v[1].c = color; queue.v[1].t = RageVector2(fTexCoordRight, fTexCoordTop);
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queue.v[1].p = RageVector3(fXRight, fY, fZ); queue.v[1].c = color; queue.v[1].t = RageVector2(fTexCoordRight, fTexCoordTop);
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queue.v+=2;
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queue.v+=2;
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if( queue.Free() < 2 )
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if( queue.Free() < 2 || bLast )
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{
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{
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/* The queue is full. Render it, clear the buffer, and move back a step to
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/* The queue is full. Render it, clear the buffer, and move back a step to
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* start off the quad strip again. */
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* start off the quad strip again. */
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@@ -697,17 +673,6 @@ void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, float fBeat, b
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fY -= fYStep;
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fY -= fYStep;
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}
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}
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}
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}
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if( !bAllAreTransparent )
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{
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FOREACH( Sprite*, vpSpr, spr )
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{
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RageTexture* pTexture = (*spr)->GetTexture();
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DISPLAY->SetTexture( TextureUnit_1, pTexture->GetTexHandle() );
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DISPLAY->SetBlendMode( spr == vpSpr.begin() ? BLEND_NORMAL : BLEND_ADD );
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queue.Draw();
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}
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}
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}
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}
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void NoteDisplay::DrawHoldHeadTail( const TapNote& tn, Actor* pActor, NotePart part, int iCol, float fBeat, float fY, bool bIsAddition, float fPercentFadeToFail, float fColorScale,
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void NoteDisplay::DrawHoldHeadTail( const TapNote& tn, Actor* pActor, NotePart part, int iCol, float fBeat, float fY, bool bIsAddition, float fPercentFadeToFail, float fColorScale,
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