bFlipHeadAndTailWhenReverse flips the head and tail, and flips

the hold body.  Flip the caps, too.
This commit is contained in:
Glenn Maynard
2007-01-06 08:33:08 +00:00
parent db7bb23676
commit ef3d02e02d
2 changed files with 28 additions and 24 deletions
+1 -2
View File
@@ -95,8 +95,7 @@ private:
float fReverseOffsetPixels, bool bUseLighting, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
void DrawHoldBody( const TapNote& tn, int iCol, float fBeat, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, bool bIsAddition, float fPercentFadeToFail,
float fColorScale,
bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar,
bool bDrawTop, bool bDrawBottom );
bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
void DrawHoldHeadTail( const TapNote& tn, Actor* pActor, NotePart part, int iCol, float fBeat, float fYHead, bool bIsAddition, float fPercentFadeToFail, float fColorScale,
bool bGlow, bool bUseLighting, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
void DrawHoldPart( vector<Sprite*> &vpSpr, int iCol, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow,