Several effect fixes and simplifications.
This commit is contained in:
@@ -456,12 +456,14 @@ void NoteDisplay::DrawHoldTopCap( const HoldNote& hn, const bool bActive, float
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for( float fY=fYCapTop; fY<fYCapBottom; fY+=fYStep )
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{
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const float fYTop = fY;
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const float fYOffsetTop = ArrowGetYOffsetFromYPos( m_PlayerNumber, iCol, fYTop, m_fYReverseOffsetPixels );
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const float fStepHeight = min( fYStep, fFrameHeight );
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const float fYBottom = min( fY+fStepHeight, fYCapBottom );
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const float fZTop = ArrowGetZPos( m_PlayerNumber, iCol, fYTop );
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const float fZBottom = ArrowGetZPos( m_PlayerNumber, iCol, fYBottom );
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const float fXTop = ArrowGetXPos( m_PlayerNumber, iCol, fYTop );
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const float fXBottom = ArrowGetXPos( m_PlayerNumber, iCol, fYBottom );
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const float fYOffsetBottom = ArrowGetYOffsetFromYPos( m_PlayerNumber, iCol, fYBottom, m_fYReverseOffsetPixels );
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const float fZTop = ArrowGetZPos( m_PlayerNumber, iCol, fYOffsetTop );
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const float fZBottom = ArrowGetZPos( m_PlayerNumber, iCol, fYOffsetBottom );
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const float fXTop = ArrowGetXPos( m_PlayerNumber, iCol, fYOffsetTop );
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const float fXBottom = ArrowGetXPos( m_PlayerNumber, iCol, fYOffsetBottom );
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const float fXTopLeft = fXTop - fFrameWidth/2;
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const float fXTopRight = fXTop + fFrameWidth/2;
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const float fXBottomLeft = fXBottom - fFrameWidth/2;
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@@ -473,10 +475,10 @@ void NoteDisplay::DrawHoldTopCap( const HoldNote& hn, const bool bActive, float
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ASSERT( fTexCoordTop>=-0.0001 && fTexCoordBottom<=1.0001 ); /* allow for rounding error */
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const float fTexCoordLeft = pRect->left;
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const float fTexCoordRight = pRect->right;
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const float fAlphaTop = ArrowGetAlpha( m_PlayerNumber, iCol, fYTop, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fAlphaBottom = ArrowGetAlpha( m_PlayerNumber, iCol, fYBottom, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fGlowTop = ArrowGetGlow( m_PlayerNumber, iCol, fYTop, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, iCol, fYBottom, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fAlphaTop = ArrowGetAlpha( m_PlayerNumber, iCol, fYOffsetTop, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fAlphaBottom = ArrowGetAlpha( m_PlayerNumber, iCol, fYOffsetBottom, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fGlowTop = ArrowGetGlow( m_PlayerNumber, iCol, fYOffsetTop, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, iCol, fYOffsetBottom, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const RageColor colorDiffuseTop = RageColor(fColorScale,fColorScale,fColorScale,fAlphaTop);
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const RageColor colorDiffuseBottom = RageColor(fColorScale,fColorScale,fColorScale,fAlphaBottom);
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const RageColor colorGlowTop = RageColor(1,1,1,fGlowTop);
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@@ -527,11 +529,13 @@ void NoteDisplay::DrawHoldBody( const HoldNote& hn, const bool bActive, float fY
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for( float fY=fYBodyTop; fY<=fYBodyBottom; fY+=fYStep )
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{
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const float fYTop = fY;
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const float fYOffsetTop = ArrowGetYOffsetFromYPos( m_PlayerNumber, iCol, fYTop, m_fYReverseOffsetPixels );
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const float fYBottom = min( fY+fYStep, fYBodyBottom );
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const float fZTop = ArrowGetZPos( m_PlayerNumber, iCol, fYTop );
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const float fZBottom = ArrowGetZPos( m_PlayerNumber, iCol, fYBottom );
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const float fXTop = ArrowGetXPos( m_PlayerNumber, iCol, fYTop );
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const float fXBottom = ArrowGetXPos( m_PlayerNumber, iCol, fYBottom );
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const float fYOffsetBottom = ArrowGetYOffsetFromYPos( m_PlayerNumber, iCol, fYBottom, m_fYReverseOffsetPixels );
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const float fZTop = ArrowGetZPos( m_PlayerNumber, iCol, fYOffsetTop );
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const float fZBottom = ArrowGetZPos( m_PlayerNumber, iCol, fYOffsetBottom );
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const float fXTop = ArrowGetXPos( m_PlayerNumber, iCol, fYOffsetTop );
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const float fXBottom = ArrowGetXPos( m_PlayerNumber, iCol, fYOffsetBottom );
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const float fXTopLeft = fXTop - fFrameWidth/2;
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const float fXTopRight = fXTop + fFrameWidth/2;
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const float fXBottomLeft = fXBottom - fFrameWidth/2;
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@@ -556,10 +560,10 @@ void NoteDisplay::DrawHoldBody( const HoldNote& hn, const bool bActive, float fY
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ASSERT( fTexCoordTop<=2 && fTexCoordBottom<=2 );
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const float fTexCoordLeft = pRect->left;
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const float fTexCoordRight = pRect->right;
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const float fAlphaTop = ArrowGetAlpha( m_PlayerNumber, iCol, fYTop, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fAlphaBottom = ArrowGetAlpha( m_PlayerNumber, iCol, fYBottom, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fGlowTop = ArrowGetGlow( m_PlayerNumber, iCol, fYTop, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, iCol, fYBottom, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fAlphaTop = ArrowGetAlpha( m_PlayerNumber, iCol, fYOffsetTop, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fAlphaBottom = ArrowGetAlpha( m_PlayerNumber, iCol, fYOffsetBottom, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fGlowTop = ArrowGetGlow( m_PlayerNumber, iCol, fYOffsetTop, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, iCol, fYOffsetBottom, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const RageColor colorDiffuseTop = RageColor(fColorScale,fColorScale,fColorScale,fAlphaTop);
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const RageColor colorDiffuseBottom = RageColor(fColorScale,fColorScale,fColorScale,fAlphaBottom);
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const RageColor colorGlowTop = RageColor(1,1,1,fGlowTop);
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@@ -610,12 +614,14 @@ void NoteDisplay::DrawHoldBottomCap( const HoldNote& hn, const bool bActive, flo
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for( ; fY<fYCapBottom; fY+=fYStep )
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{
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const float fYTop = fY;
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const float fYOffsetTop = ArrowGetYOffsetFromYPos( m_PlayerNumber, iCol, fYTop, m_fYReverseOffsetPixels );
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const float fStepHeight = min( fYStep, fFrameHeight );
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const float fYBottom = min( fY+fStepHeight, fYCapBottom );
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const float fZTop = ArrowGetZPos( m_PlayerNumber, iCol, fYTop );
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const float fZBottom = ArrowGetZPos( m_PlayerNumber, iCol, fYBottom );
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const float fXTop = ArrowGetXPos( m_PlayerNumber, iCol, fYTop );
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const float fXBottom = ArrowGetXPos( m_PlayerNumber, iCol, fYBottom );
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const float fYOffsetBottom = ArrowGetYOffsetFromYPos( m_PlayerNumber, iCol, fYBottom, m_fYReverseOffsetPixels );
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const float fZTop = ArrowGetZPos( m_PlayerNumber, iCol, fYOffsetTop );
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const float fZBottom = ArrowGetZPos( m_PlayerNumber, iCol, fYOffsetBottom );
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const float fXTop = ArrowGetXPos( m_PlayerNumber, iCol, fYOffsetTop );
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const float fXBottom = ArrowGetXPos( m_PlayerNumber, iCol, fYOffsetBottom );
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const float fXTopLeft = fXTop - fFrameWidth/2;
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const float fXTopRight = fXTop + fFrameWidth/2;
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const float fXBottomLeft = fXBottom - fFrameWidth/2;
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@@ -626,10 +632,10 @@ void NoteDisplay::DrawHoldBottomCap( const HoldNote& hn, const bool bActive, flo
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const float fTexCoordBottom = SCALE( fBottomDistFromTailTop, 0, fFrameHeight, pRect->top, pRect->bottom );
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const float fTexCoordLeft = pRect->left;
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const float fTexCoordRight = pRect->right;
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const float fAlphaTop = ArrowGetAlpha( m_PlayerNumber, iCol, fYTop, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fAlphaBottom = ArrowGetAlpha( m_PlayerNumber, iCol, fYBottom, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fGlowTop = ArrowGetGlow( m_PlayerNumber, iCol, fYTop, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, iCol, fYBottom, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fAlphaTop = ArrowGetAlpha( m_PlayerNumber, iCol, fYOffsetTop, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fAlphaBottom = ArrowGetAlpha( m_PlayerNumber, iCol, fYOffsetBottom, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fGlowTop = ArrowGetGlow( m_PlayerNumber, iCol, fYOffsetTop, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, iCol, fYOffsetBottom, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const RageColor colorDiffuseTop = RageColor(fColorScale,fColorScale,fColorScale,fAlphaTop);
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const RageColor colorDiffuseBottom = RageColor(fColorScale,fColorScale,fColorScale,fAlphaBottom);
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const RageColor colorGlowTop = RageColor(1,1,1,fGlowTop);
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@@ -659,10 +665,11 @@ void NoteDisplay::DrawHoldTail( const HoldNote& hn, bool bActive, float fYTail,
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Actor* pSprTail = GetHoldTailActor( hn.fStartBeat, bActive );
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const float fY = fYTail;
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const float fX = ArrowGetXPos( m_PlayerNumber, iCol, fY );
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const float fZ = ArrowGetZPos( m_PlayerNumber, iCol, fY );
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const float fAlpha = ArrowGetAlpha( m_PlayerNumber, iCol, fY, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fGlow = ArrowGetGlow( m_PlayerNumber, iCol, fY, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fYOffset = ArrowGetYOffsetFromYPos( m_PlayerNumber, iCol, fY, m_fYReverseOffsetPixels );
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const float fX = ArrowGetXPos( m_PlayerNumber, iCol, fYOffset );
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const float fZ = ArrowGetZPos( m_PlayerNumber, iCol, fYOffset );
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const float fAlpha = ArrowGetAlpha( m_PlayerNumber, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fGlow = ArrowGetGlow( m_PlayerNumber, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const RageColor colorDiffuse= RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
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const RageColor colorGlow = RageColor(1,1,1,fGlow);
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@@ -709,10 +716,11 @@ void NoteDisplay::DrawHoldHead( const HoldNote& hn, bool bActive, float fYHead,
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// draw with normal Sprite
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const float fY = fYHead;
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const float fX = ArrowGetXPos( m_PlayerNumber, iCol, fY );
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const float fZ = ArrowGetZPos( m_PlayerNumber, iCol, fY );
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const float fAlpha = ArrowGetAlpha( m_PlayerNumber, iCol, fY, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fGlow = ArrowGetGlow( m_PlayerNumber, iCol, fY, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fYOffset = ArrowGetYOffsetFromYPos( m_PlayerNumber, iCol, fY, m_fYReverseOffsetPixels );
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const float fX = ArrowGetXPos( m_PlayerNumber, iCol, fYOffset );
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const float fZ = ArrowGetZPos( m_PlayerNumber, iCol, fYOffset );
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const float fAlpha = ArrowGetAlpha( m_PlayerNumber, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fGlow = ArrowGetGlow( m_PlayerNumber, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const RageColor colorDiffuse= RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
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const RageColor colorGlow = RageColor(1,1,1,fGlow);
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@@ -803,10 +811,10 @@ void NoteDisplay::DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bo
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const float fYOffset = ArrowGetYOffset( m_PlayerNumber, iCol, fBeat );
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const float fYPos = ArrowGetYPos( m_PlayerNumber, iCol, fYOffset, fReverseOffsetPixels );
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const float fRotation = ArrowGetRotation( m_PlayerNumber, fBeat );
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const float fXPos = ArrowGetXPos( m_PlayerNumber, iCol, fYPos );
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const float fZPos = ArrowGetZPos( m_PlayerNumber, iCol, fYPos );
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const float fAlpha = ArrowGetAlpha( m_PlayerNumber, iCol, fYPos, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fGlow = ArrowGetGlow( m_PlayerNumber, iCol, fYPos, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fXPos = ArrowGetXPos( m_PlayerNumber, iCol, fYOffset );
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const float fZPos = ArrowGetZPos( m_PlayerNumber, iCol, fYOffset );
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const float fAlpha = ArrowGetAlpha( m_PlayerNumber, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fGlow = ArrowGetGlow( m_PlayerNumber, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
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const float fColorScale = ArrowGetBrightness( m_PlayerNumber, fBeat ) * SCALE(fLife,0,1,0.2f,1);
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RageColor diffuse = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
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RageColor glow = RageColor(1,1,1,fGlow);
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