761 lines
29 KiB
C++
761 lines
29 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: NoteDisplay
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Brian Bugh
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Ben Nordstrom
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "NoteDisplay.h"
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#include "Notes.h"
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#include "PrefsManager.h"
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#include "GameState.h"
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#include "NoteSkinManager.h"
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#include "RageException.h"
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#include "ArrowEffects.h"
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#include "RageLog.h"
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#include <math.h>
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#include "RageDisplay.h"
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#include "NoteTypes.h"
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#include "NoteFieldPositioning.h"
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Actor* MakeModelOrSprite( CString sFile )
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{
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if( sFile.Right(3)=="txt"||sFile.Right(5)=="model" )
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{
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Model* pModel = new Model;
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pModel->Load( sFile );
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return pModel;
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}
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else
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{
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Sprite* pSprite = new Sprite;
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pSprite->Load( sFile );
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return pSprite;
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}
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}
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#define DRAW_HOLD_HEAD_FOR_TAPS_ON_SAME_ROW NOTESKIN->GetMetricB(pn,name,"DrawHoldHeadForTapsOnSameRow")
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#define TAP_NOTE_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(pn,name,"TapNoteAnimationLengthInBeats")
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#define HOLD_HEAD_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(pn,name,"HoldHeadAnimationLengthInBeats")
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#define HOLD_TOPCAP_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(pn,name,"HoldTopCapAnimationLengthInBeats")
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#define HOLD_BODY_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(pn,name,"HoldBodyAnimationLengthInBeats")
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#define HOLD_BOTTOMCAP_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(pn,name,"HoldBottomCapAnimationLengthInBeats")
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#define HOLD_TAIL_ANIMATION_LENGTH_IN_BEATS NOTESKIN->GetMetricF(pn,name,"HoldTailAnimationLengthInBeats")
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#define TAP_NOTE_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(pn,name,"TapNoteAnimationIsVivid")
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#define HOLD_HEAD_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(pn,name,"HoldHeadAnimationIsVivid")
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#define HOLD_TOPCAP_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(pn,name,"HoldTopCapAnimationIsVivid")
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#define HOLD_BODY_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(pn,name,"HoldBodyAnimationIsVivid")
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#define HOLD_BOTTOMCAP_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(pn,name,"HoldBottomCapAnimationIsVivid")
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#define HOLD_TAIL_ANIMATION_IS_VIVID NOTESKIN->GetMetricB(pn,name,"HoldTailAnimationIsVivid")
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#define TAP_NOTE_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(pn,name,"TapNoteAnimationIsNoteColor")
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#define HOLD_HEAD_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(pn,name,"HoldHeadAnimationIsNoteColor")
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#define HOLD_TOPCAP_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(pn,name,"HoldTopCapAnimationIsNoteColor")
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#define HOLD_BODY_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(pn,name,"HoldBodyAnimationIsNoteColor")
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#define HOLD_BOTTOMCAP_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(pn,name,"HoldBottomCapAnimationIsNoteColor")
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#define HOLD_TAIL_ANIMATION_IS_NOTE_COLOR NOTESKIN->GetMetricB(pn,name,"HoldTailAnimationIsNoteColor")
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#define START_DRAWING_HOLD_BODY_OFFSET_FROM_HEAD NOTESKIN->GetMetricI(pn,name,"StartDrawingHoldBodyOffsetFromHead")
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#define STOP_DRAWING_HOLD_BODY_OFFSET_FROM_TAIL NOTESKIN->GetMetricI(pn,name,"StopDrawingHoldBodyOffsetFromTail")
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#define HOLD_NG_GRAY_PERCENT NOTESKIN->GetMetricF(pn,name,"HoldNGGrayPercent")
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#define USE_LIGHTING NOTESKIN->GetMetricB(pn,name,"UseLighting")
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// cache
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struct NoteMetricCache_t {
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bool m_bDrawHoldHeadForTapsOnSameRow;
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float m_fTapNoteAnimationLengthInBeats;
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float m_fHoldHeadAnimationLengthInBeats;
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float m_fHoldTopCapAnimationLengthInBeats;
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float m_fHoldBodyAnimationLengthInBeats;
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float m_fHoldBottomCapAnimationLengthInBeats;
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float m_fHoldTailAnimationLengthInBeats;
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bool m_bTapNoteAnimationIsVivid;
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bool m_bHoldHeadAnimationIsVivid;
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bool m_bHoldTopCapAnimationIsVivid;
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bool m_bHoldBodyAnimationIsVivid;
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bool m_bHoldBottomCapAnimationIsVivid;
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bool m_bHoldTailAnimationIsVivid;
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bool m_bTapNoteAnimationIsNoteColor;
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bool m_bHoldHeadAnimationIsNoteColor;
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bool m_bHoldTopCapAnimationIsNoteColor;
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bool m_bHoldBodyAnimationIsNoteColor;
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bool m_bHoldBottomCapAnimationIsNoteColor;
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bool m_bHoldTailAnimationIsNoteColor;
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int m_iStartDrawingHoldBodyOffsetFromHead;
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int m_iStopDrawingHoldBodyOffsetFromTail;
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float m_fHoldNGGrayPercent;
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bool m_bUseLighting;
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void Load(PlayerNumber pn, const CString &name);
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} *NoteMetricCache;
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void NoteMetricCache_t::Load(PlayerNumber pn, const CString &name)
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{
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m_bDrawHoldHeadForTapsOnSameRow = DRAW_HOLD_HEAD_FOR_TAPS_ON_SAME_ROW;
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m_fTapNoteAnimationLengthInBeats = TAP_NOTE_ANIMATION_LENGTH_IN_BEATS;
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m_fHoldHeadAnimationLengthInBeats = HOLD_HEAD_ANIMATION_LENGTH_IN_BEATS;
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m_fHoldTopCapAnimationLengthInBeats = HOLD_TOPCAP_ANIMATION_LENGTH_IN_BEATS;
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m_fHoldBodyAnimationLengthInBeats = HOLD_BODY_ANIMATION_LENGTH_IN_BEATS;
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m_fHoldBottomCapAnimationLengthInBeats = HOLD_BOTTOMCAP_ANIMATION_LENGTH_IN_BEATS;
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m_fHoldTailAnimationLengthInBeats = HOLD_TAIL_ANIMATION_LENGTH_IN_BEATS;
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m_bTapNoteAnimationIsVivid = TAP_NOTE_ANIMATION_IS_VIVID;
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m_bHoldHeadAnimationIsVivid = HOLD_HEAD_ANIMATION_IS_VIVID;
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m_bHoldTopCapAnimationIsVivid = HOLD_TOPCAP_ANIMATION_IS_VIVID;
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m_bHoldBodyAnimationIsVivid = HOLD_BODY_ANIMATION_IS_VIVID;
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m_bHoldBottomCapAnimationIsVivid = HOLD_BOTTOMCAP_ANIMATION_IS_VIVID;
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m_bHoldTailAnimationIsVivid = HOLD_TAIL_ANIMATION_IS_VIVID;
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m_bTapNoteAnimationIsNoteColor = TAP_NOTE_ANIMATION_IS_NOTE_COLOR;
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m_bHoldHeadAnimationIsNoteColor = HOLD_HEAD_ANIMATION_IS_NOTE_COLOR;
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m_bHoldTopCapAnimationIsNoteColor = HOLD_TOPCAP_ANIMATION_IS_NOTE_COLOR;
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m_bHoldBodyAnimationIsNoteColor = HOLD_BODY_ANIMATION_IS_NOTE_COLOR;
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m_bHoldBottomCapAnimationIsNoteColor = HOLD_BOTTOMCAP_ANIMATION_IS_NOTE_COLOR;
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m_bHoldTailAnimationIsNoteColor = HOLD_TAIL_ANIMATION_IS_NOTE_COLOR;
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m_iStartDrawingHoldBodyOffsetFromHead = START_DRAWING_HOLD_BODY_OFFSET_FROM_HEAD;
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m_iStopDrawingHoldBodyOffsetFromTail = STOP_DRAWING_HOLD_BODY_OFFSET_FROM_TAIL;
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m_fHoldNGGrayPercent = HOLD_NG_GRAY_PERCENT;
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m_bUseLighting = USE_LIGHTING;
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}
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NoteDisplay::NoteDisplay()
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{
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for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
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{
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m_pTapNote[i] = NULL;
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m_pHoldHeadActive[i] = NULL;
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m_pHoldHeadInactive[i] = NULL;
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}
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cache = new NoteMetricCache_t;
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}
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NoteDisplay::~NoteDisplay()
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{
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for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
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{
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delete m_pTapNote[i];
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delete m_pHoldHeadActive[i];
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delete m_pHoldHeadInactive[i];
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}
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delete cache;
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}
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void NoteDisplay::Load( int iColNum, PlayerNumber pn )
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{
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m_PlayerNumber = pn;
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/* Normally, this is empty and we use the style table entry via ColToButtonName. */
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CString Button = g_NoteFieldMode[m_PlayerNumber].NoteButtonNames[iColNum];
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if(Button == "")
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Button = NoteSkinManager::ColToButtonName(iColNum);
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cache->Load( pn, Button );
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// Look up note names once and store them here.
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CString sNoteType[ NOTE_COLOR_IMAGES ];
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for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
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sNoteType[i] = NoteTypeToString( (NoteType)i );
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if( cache->m_bTapNoteAnimationIsNoteColor )
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{
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for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
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m_pTapNote[i] = MakeModelOrSprite( NOTESKIN->GetPathTo(pn, Button, "tap note "+sNoteType[i]) );
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}
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else
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{
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m_pTapNote[0] = MakeModelOrSprite( NOTESKIN->GetPathTo(pn, Button, "tap note") );
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}
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if( cache->m_bHoldHeadAnimationIsNoteColor )
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{
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for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
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{
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m_pHoldHeadActive[i] = MakeModelOrSprite( NOTESKIN->GetPathTo(pn, Button, "hold head active "+sNoteType[i]) );
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m_pHoldHeadInactive[i] = MakeModelOrSprite( NOTESKIN->GetPathTo(pn, Button, "hold head inactive "+sNoteType[i]) );
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}
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}
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else
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{
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m_pHoldHeadActive[0] = MakeModelOrSprite( NOTESKIN->GetPathTo(pn, Button, "hold head active") );
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m_pHoldHeadInactive[0] = MakeModelOrSprite( NOTESKIN->GetPathTo(pn, Button, "hold head inactive") );
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}
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if( cache->m_bHoldTopCapAnimationIsNoteColor )
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{
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for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
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{
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m_sprHoldTopCapActive[i].Load( NOTESKIN->GetPathTo(pn, Button, "hold topcap active "+sNoteType[i]) );
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m_sprHoldTopCapInactive[i].Load( NOTESKIN->GetPathTo(pn, Button, "hold topcap inactive "+sNoteType[i]) );
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}
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}
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else
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{
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m_sprHoldTopCapActive[0].Load( NOTESKIN->GetPathTo(pn, Button, "hold topcap active") );
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m_sprHoldTopCapInactive[0].Load( NOTESKIN->GetPathTo(pn, Button, "hold topcap inactive") );
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}
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if( cache->m_bHoldBodyAnimationIsNoteColor )
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{
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for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
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{
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m_sprHoldBodyActive[i].Load( NOTESKIN->GetPathTo(pn, Button, "hold body active "+sNoteType[i]) );
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m_sprHoldBodyInactive[i].Load( NOTESKIN->GetPathTo(pn, Button, "hold body inactive "+sNoteType[i]) );
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}
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}
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else
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{
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m_sprHoldBodyActive[0].Load( NOTESKIN->GetPathTo(pn, Button, "hold body active") );
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m_sprHoldBodyInactive[0].Load( NOTESKIN->GetPathTo(pn, Button, "hold body inactive") );
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}
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if( cache->m_bHoldBottomCapAnimationIsNoteColor )
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{
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for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
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{
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m_sprHoldBottomCapActive[i].Load( NOTESKIN->GetPathTo(pn, Button, "hold bottomcap active "+sNoteType[i]) );
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m_sprHoldBottomCapInactive[i].Load( NOTESKIN->GetPathTo(pn, Button, "hold bottomcap inactive "+sNoteType[i]) );
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}
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}
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else
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{
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m_sprHoldBottomCapActive[0].Load( NOTESKIN->GetPathTo(pn, Button, "hold bottomcap active") );
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m_sprHoldBottomCapInactive[0].Load( NOTESKIN->GetPathTo(pn, Button, "hold bottomcap inactive") );
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}
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if( cache->m_bHoldTailAnimationIsNoteColor )
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{
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for( int i=0; i<NOTE_COLOR_IMAGES; i++ )
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{
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m_sprHoldTailActive[i].Load( NOTESKIN->GetPathTo(pn, Button, "hold tail active "+sNoteType[i]) );
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m_sprHoldTailInactive[i].Load( NOTESKIN->GetPathTo(pn, Button, "hold tail inactive "+sNoteType[i]) );
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}
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}
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else
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{
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m_sprHoldTailActive[0].Load( NOTESKIN->GetPathTo(pn, Button, "hold tail active") );
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m_sprHoldTailInactive[0].Load( NOTESKIN->GetPathTo(pn, Button, "hold tail inactive") );
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}
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}
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void NoteDisplay::SetActiveFrame( float fNoteBeat, Actor &actorToSet, float fAnimationLengthInBeats, bool bVivid, bool bNoteColor )
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{
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const int iNumFrames = actorToSet.GetNumStates();
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float fSongBeat = GAMESTATE->m_fSongBeat;
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float fPrecentIntoAnimation = fmodf(fSongBeat,fAnimationLengthInBeats) / fAnimationLengthInBeats;
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float fNoteBeatFraction = fmodf( fNoteBeat, 1.0f );
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int iFrameNo = (int)(fPrecentIntoAnimation*iNumFrames);
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if( bVivid )
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iFrameNo += (int)( froundf(fNoteBeatFraction,1.f/fAnimationLengthInBeats)*iNumFrames );
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iFrameNo += iNumFrames;
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iFrameNo %= iNumFrames;
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ASSERT( iFrameNo>=0 && iFrameNo<iNumFrames );
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actorToSet.SetState( iFrameNo );
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}
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Actor * NoteDisplay::GetTapNoteActor( float fNoteBeat )
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{
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NoteType nt = NoteType(0);
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if( cache->m_bTapNoteAnimationIsNoteColor )
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nt = BeatToNoteType( fNoteBeat );
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if( nt == NOTE_TYPE_INVALID )
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nt = NOTE_TYPE_32ND;
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Actor *pActorOut = m_pTapNote[nt];
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SetActiveFrame(
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fNoteBeat,
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*pActorOut,
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cache->m_fTapNoteAnimationLengthInBeats,
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cache->m_bTapNoteAnimationIsVivid,
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cache->m_bTapNoteAnimationIsNoteColor );
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return pActorOut;
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}
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Sprite * NoteDisplay::GetHoldTopCapSprite( float fNoteBeat, bool bActive )
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{
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NoteType nt = NoteType(0);
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if( cache->m_bHoldTopCapAnimationIsNoteColor )
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nt = BeatToNoteType( fNoteBeat );
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if( nt == NOTE_TYPE_INVALID )
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nt = NOTE_TYPE_32ND;
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Sprite *pSpriteOut = bActive ? &m_sprHoldTopCapActive[nt] : &m_sprHoldTopCapInactive[nt];
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SetActiveFrame(
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fNoteBeat,
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*pSpriteOut,
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cache->m_fHoldTopCapAnimationLengthInBeats,
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cache->m_bHoldTopCapAnimationIsVivid,
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cache->m_bHoldTopCapAnimationIsNoteColor );
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return pSpriteOut;
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}
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Sprite * NoteDisplay::GetHoldBottomCapSprite( float fNoteBeat, bool bActive )
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{
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NoteType nt = NoteType(0);
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if( cache->m_bHoldBottomCapAnimationIsNoteColor )
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nt = BeatToNoteType( fNoteBeat );
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if( nt == NOTE_TYPE_INVALID )
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nt = NOTE_TYPE_32ND;
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Sprite *pSpriteOut = bActive ? &m_sprHoldBottomCapActive[nt] : &m_sprHoldBottomCapInactive[nt];
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SetActiveFrame(
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fNoteBeat,
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*pSpriteOut,
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cache->m_fHoldBottomCapAnimationLengthInBeats,
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cache->m_bHoldBottomCapAnimationIsVivid,
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cache->m_bHoldBottomCapAnimationIsNoteColor );
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return pSpriteOut;
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}
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Actor* NoteDisplay::GetHoldHeadActor( float fNoteBeat, bool bActive )
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{
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NoteType nt = NoteType(0);
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if( cache->m_bHoldHeadAnimationIsNoteColor )
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nt = BeatToNoteType( fNoteBeat );
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if( nt == NOTE_TYPE_INVALID )
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nt = NOTE_TYPE_32ND;
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Actor *pActorOut = bActive ? m_pHoldHeadActive[nt] : m_pHoldHeadInactive[nt];
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SetActiveFrame(
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fNoteBeat,
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*pActorOut,
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cache->m_fHoldHeadAnimationLengthInBeats,
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cache->m_bHoldHeadAnimationIsVivid,
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cache->m_bHoldHeadAnimationIsNoteColor );
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return pActorOut;
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}
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Sprite *NoteDisplay::GetHoldBodySprite( float fNoteBeat, bool bActive )
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{
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NoteType nt = NoteType(0);
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if( cache->m_bHoldBodyAnimationIsNoteColor )
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nt = BeatToNoteType( fNoteBeat );
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if( nt == NOTE_TYPE_INVALID )
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nt = NOTE_TYPE_32ND;
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Sprite *pSpriteOut = bActive ? &m_sprHoldBodyActive[nt] : &m_sprHoldBodyInactive[nt];
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SetActiveFrame(
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fNoteBeat,
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*pSpriteOut,
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cache->m_fHoldBodyAnimationLengthInBeats,
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cache->m_bHoldBodyAnimationIsVivid,
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cache->m_bHoldBodyAnimationIsNoteColor );
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return pSpriteOut;
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}
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Sprite * NoteDisplay::GetHoldTailSprite( float fNoteBeat, bool bActive )
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{
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NoteType nt = NoteType(0);
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if( cache->m_bHoldTailAnimationIsNoteColor )
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nt = BeatToNoteType( fNoteBeat );
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if( nt == NOTE_TYPE_INVALID )
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nt = NOTE_TYPE_32ND;
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Sprite *pSpriteOut = bActive ? &m_sprHoldTailActive[nt] : &m_sprHoldTailInactive[nt];
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SetActiveFrame(
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fNoteBeat,
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*pSpriteOut,
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cache->m_fHoldTailAnimationLengthInBeats,
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cache->m_bHoldTailAnimationIsVivid,
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cache->m_bHoldTailAnimationIsNoteColor );
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return pSpriteOut;
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}
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void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float fLife, const float fPercentFadeToFail, bool bDrawGlowOnly )
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{
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// bDrawGlowOnly is a little hacky. We need to draw the diffuse part and the glow part one pass at a time to minimize state changes
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const bool bReverse = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fReverseScroll == 1;
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const int iCol = hn.iTrack;
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const float fStartYOffset = ArrowGetYOffset( m_PlayerNumber, hn.fStartBeat );
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const float fStartYPos = ArrowGetYPos( m_PlayerNumber, fStartYOffset );
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const float fEndYOffset = ArrowGetYOffset( m_PlayerNumber, hn.fEndBeat );
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const float fEndYPos = ArrowGetYPos( m_PlayerNumber, fEndYOffset );
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const float fYHead = bReverse ? fEndYPos : fStartYPos; // the center of the head
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const float fYTail = bReverse ? fStartYPos : fEndYPos; // the center the tail
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// const bool bWavy = GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fEffects[PlayerOptions::EFFECT_DRUNK] > 0;
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const int fYStep = 16; //bWavy ? 16 : 128; // use small steps only if wavy
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const float fColorScale = 1*fLife + (1-fLife)*cache->m_fHoldNGGrayPercent;
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//
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// draw from tail to head (so head appears on top)
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//
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/* The body and caps should have no overlap, so their order doesn't matter.
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* Draw the head last, so it appears on top. */
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const int size = 4096;
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static RageVertex queue[size];
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//
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// Draw the bottom cap (always wavy)
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//
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{
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Sprite* pBottomCap = GetHoldBottomCapSprite( hn.fStartBeat, bActive );
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// draw manually in small segments
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RageVertex *v = &queue[0];
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RageTexture* pTexture = pBottomCap->GetTexture();
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const RectF *pRect = pBottomCap->GetCurrentTextureCoordRect();
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DISPLAY->SetTexture( pTexture );
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DISPLAY->SetBlendMode( BLEND_NORMAL );
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DISPLAY->SetBackfaceCull( false );
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DISPLAY->SetZBuffer( false );
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if( bDrawGlowOnly )
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DISPLAY->SetTextureModeGlow();
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else
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DISPLAY->SetTextureModeModulate();
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DISPLAY->SetTextureWrapping(false);
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const float fFrameWidth = pBottomCap->GetUnzoomedWidth();
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const float fFrameHeight = pBottomCap->GetUnzoomedHeight();
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const float fYCapTop = fYTail+cache->m_iStopDrawingHoldBodyOffsetFromTail;
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const float fYCapBottom = fYTail+cache->m_iStopDrawingHoldBodyOffsetFromTail+fFrameHeight;
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// don't draw any part of the tail that is before the middle of the head
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float fY=max( fYCapTop, fYHead );
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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 fStepHeight = min( fYStep, fFrameHeight );
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const float fYBottom = min( fY+fStepHeight, fYCapBottom );
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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 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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const float fXBottomRight = fXBottom + fFrameWidth/2;
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const float fTopDistFromTailTop = fYTop - fYCapTop;
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const float fBottomDistFromTailTop = fYBottom - fYCapTop;
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const float fTexCoordTop = SCALE( fTopDistFromTailTop, 0, fFrameHeight, pRect->top, pRect->bottom );
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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, fYTop, fPercentFadeToFail );
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const float fAlphaBottom = ArrowGetAlpha( m_PlayerNumber, fYBottom, fPercentFadeToFail );
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const float fGlowTop = ArrowGetGlow( m_PlayerNumber, fYTop, fPercentFadeToFail );
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const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, fYBottom, fPercentFadeToFail );
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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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const RageColor colorGlowBottom = RageColor(1,1,1,fGlowBottom);
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if( bDrawGlowOnly && colorGlowTop.a==0 && colorGlowBottom.a==0 )
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continue;
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if( !bDrawGlowOnly && colorDiffuseTop.a==0 && colorDiffuseBottom.a==0 )
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continue;
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v[0].p = RageVector3(fXTopLeft, fYTop, 0); v[0].c = bDrawGlowOnly ? colorGlowTop : colorDiffuseTop; v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop),
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v[1].p = RageVector3(fXTopRight, fYTop, 0); v[1].c = bDrawGlowOnly ? colorGlowTop : colorDiffuseTop; v[1].t = RageVector2(fTexCoordRight, fTexCoordTop);
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v[2].p = RageVector3(fXBottomRight,fYBottom,0); v[2].c = bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom; v[2].t = RageVector2(fTexCoordRight, fTexCoordBottom);
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v[3].p = RageVector3(fXBottomLeft, fYBottom,0); v[3].c = bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom; v[3].t = RageVector2(fTexCoordLeft, fTexCoordBottom);
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v+=4;
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if( v-queue >= size )
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break;
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}
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DISPLAY->DrawQuads( queue, v-queue );
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}
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//
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// Draw the body (always wavy)
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//
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{
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Sprite* pSprBody = GetHoldBodySprite( hn.fStartBeat, bActive );
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// draw manually in small segments
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RageVertex *v = &queue[0];
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RageTexture* pTexture = pSprBody->GetTexture();
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const RectF *pRect = pSprBody->GetCurrentTextureCoordRect();
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DISPLAY->SetTexture( pTexture );
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DISPLAY->SetBlendMode( BLEND_NORMAL );
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DISPLAY->SetBackfaceCull( false );
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DISPLAY->SetZBuffer( false );
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if( bDrawGlowOnly )
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DISPLAY->SetTextureModeGlow();
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else
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DISPLAY->SetTextureModeModulate();
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DISPLAY->SetTextureWrapping( true );
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const float fFrameWidth = pSprBody->GetUnzoomedWidth();
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const float fFrameHeight = pSprBody->GetUnzoomedHeight();
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const float fYBodyTop = fYHead + cache->m_iStartDrawingHoldBodyOffsetFromHead;
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const float fYBodyBottom = fYTail + cache->m_iStopDrawingHoldBodyOffsetFromTail;
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// top to bottom
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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 fYBottom = min( fY+fYStep, fYBodyBottom );
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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 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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const float fXBottomRight = fXBottom + fFrameWidth/2;
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const float fTopDistFromBodyBottom = fYBodyBottom - fYTop;
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const float fBottomDistFromBodyBottom = fYBodyBottom - fYBottom;
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float fTexCoordTop = SCALE( fTopDistFromBodyBottom, 0, fFrameHeight, pRect->bottom, pRect->top );
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float fTexCoordBottom = SCALE( fBottomDistFromBodyBottom, 0, fFrameHeight, pRect->bottom, pRect->top );
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if( fTexCoordTop < 0 )
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{
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int iToSubtract = (int)fTexCoordTop - 1;
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fTexCoordTop -= iToSubtract;
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fTexCoordBottom -= iToSubtract;
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}
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else if( fTexCoordBottom > 2 )
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{
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int iToSubtract = (int)fTexCoordBottom;
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fTexCoordTop -= iToSubtract;
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fTexCoordBottom -= iToSubtract;
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}
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ASSERT( fTexCoordTop>=0 && fTexCoordBottom>=0 );
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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, fYTop, fPercentFadeToFail );
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const float fAlphaBottom = ArrowGetAlpha( m_PlayerNumber, fYBottom, fPercentFadeToFail );
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const float fGlowTop = ArrowGetGlow( m_PlayerNumber, fYTop, fPercentFadeToFail );
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const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, fYBottom, fPercentFadeToFail );
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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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const RageColor colorGlowBottom = RageColor(1,1,1,fGlowBottom);
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if( bDrawGlowOnly && colorGlowTop.a==0 && colorGlowBottom.a==0 )
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continue;
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if( !bDrawGlowOnly && colorDiffuseTop.a==0 && colorDiffuseBottom.a==0 )
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continue;
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v[0].p = RageVector3(fXTopLeft, fYTop, 0); v[0].c = bDrawGlowOnly ? colorGlowTop : colorDiffuseTop; v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop);
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v[1].p = RageVector3(fXTopRight, fYTop, 0); v[1].c = bDrawGlowOnly ? colorGlowTop : colorDiffuseTop; v[1].t = RageVector2(fTexCoordRight, fTexCoordTop);
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v[2].p = RageVector3(fXBottomRight,fYBottom,0); v[2].c = bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom; v[2].t = RageVector2(fTexCoordRight, fTexCoordBottom);
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v[3].p = RageVector3(fXBottomLeft, fYBottom,0); v[3].c = bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom; v[3].t = RageVector2(fTexCoordLeft, fTexCoordBottom);
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v+=4;
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if( v-queue >= size )
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break;
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}
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DISPLAY->DrawQuads( queue, v-queue );
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}
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//
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// Draw the top cap (always wavy)
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//
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{
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Sprite* pSprTopCap = GetHoldTopCapSprite( hn.fStartBeat, bActive );
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// draw manually in small segments
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RageVertex *v = &queue[0];
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RageTexture* pTexture = pSprTopCap->GetTexture();
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const RectF *pRect = pSprTopCap->GetCurrentTextureCoordRect();
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DISPLAY->SetTexture( pTexture );
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DISPLAY->SetBlendMode( BLEND_NORMAL );
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DISPLAY->SetBackfaceCull( false );
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DISPLAY->SetZBuffer( false );
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if( bDrawGlowOnly )
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DISPLAY->SetTextureModeGlow();
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else
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DISPLAY->SetTextureModeModulate();
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DISPLAY->SetTextureWrapping(false);
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const float fFrameWidth = pSprTopCap->GetUnzoomedWidth();
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const float fFrameHeight = pSprTopCap->GetUnzoomedHeight();
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const float fYCapTop = fYHead+cache->m_iStartDrawingHoldBodyOffsetFromHead-fFrameHeight;
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const float fYCapBottom = fYHead+cache->m_iStartDrawingHoldBodyOffsetFromHead;
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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 fStepHeight = min( fYStep, fFrameHeight );
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const float fYBottom = min( fY+fStepHeight, fYCapBottom );
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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 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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const float fXBottomRight = fXBottom + fFrameWidth/2;
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const float fTopDistFromHeadTop = fYTop - fYCapTop;
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const float fBottomDistFromHeadTop = fYBottom - fYCapTop;
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const float fTexCoordTop = SCALE( fTopDistFromHeadTop, 0, fFrameHeight, pRect->top, pRect->bottom );
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const float fTexCoordBottom = SCALE( fBottomDistFromHeadTop, 0, fFrameHeight, pRect->top, pRect->bottom );
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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, fYTop, fPercentFadeToFail );
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const float fAlphaBottom = ArrowGetAlpha( m_PlayerNumber, fYBottom, fPercentFadeToFail );
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const float fGlowTop = ArrowGetGlow( m_PlayerNumber, fYTop, fPercentFadeToFail );
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const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, fYBottom, fPercentFadeToFail );
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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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const RageColor colorGlowBottom = RageColor(1,1,1,fGlowBottom);
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if( bDrawGlowOnly && colorGlowTop.a==0 && colorGlowBottom.a==0 )
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continue;
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if( !bDrawGlowOnly && colorDiffuseTop.a==0 && colorDiffuseBottom.a==0 )
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continue;
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v[0].p = RageVector3(fXTopLeft, fYTop, 0); v[0].c = bDrawGlowOnly ? colorGlowTop : colorDiffuseTop; v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop),
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v[1].p = RageVector3(fXTopRight, fYTop, 0); v[1].c = bDrawGlowOnly ? colorGlowTop : colorDiffuseTop; v[1].t = RageVector2(fTexCoordRight, fTexCoordTop);
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v[2].p = RageVector3(fXBottomRight,fYBottom,0); v[2].c = bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom; v[2].t = RageVector2(fTexCoordRight, fTexCoordBottom);
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v[3].p = RageVector3(fXBottomLeft, fYBottom,0); v[3].c = bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom; v[3].t = RageVector2(fTexCoordLeft, fTexCoordBottom);
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v+=4;
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if( v-queue >= size )
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break;
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}
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DISPLAY->DrawQuads( queue, v-queue );
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}
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//
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// Draw the tail
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//
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{
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Sprite* pSprTail = GetHoldTailSprite( 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 fAlpha = ArrowGetAlpha( m_PlayerNumber, fY, fPercentFadeToFail );
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const float fGlow = ArrowGetGlow( m_PlayerNumber, fY, fPercentFadeToFail );
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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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pSprTail->SetXY( fX, fY );
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if( bDrawGlowOnly )
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{
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pSprTail->SetDiffuse( RageColor(1,1,1,0) );
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pSprTail->SetGlow( colorGlow );
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}
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else
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{
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pSprTail->SetDiffuse( colorDiffuse );
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pSprTail->SetGlow( RageColor(0,0,0,0) );
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}
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pSprTail->Draw();
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}
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//
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// Draw the head
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//
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{
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Actor* pActor = GetHoldHeadActor( hn.fStartBeat, bActive );
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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 fAlpha = ArrowGetAlpha( m_PlayerNumber, fY, fPercentFadeToFail );
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const float fGlow = ArrowGetGlow( m_PlayerNumber, fY, fPercentFadeToFail );
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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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pActor->SetXY( fX, fY );
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if( bDrawGlowOnly )
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{
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pActor->SetDiffuse( RageColor(1,1,1,0) );
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pActor->SetGlow( colorGlow );
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}
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else
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{
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pActor->SetDiffuse( colorDiffuse );
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pActor->SetGlow( RageColor(0,0,0,0) );
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}
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pActor->Draw();
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}
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// now, draw the glow pass
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if( !bDrawGlowOnly )
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DrawHold( hn, bActive, fLife, fPercentFadeToFail, true );
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}
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void NoteDisplay::DrawTap( const int iCol, const float fBeat, const bool bOnSameRowAsHoldStart, const float fPercentFadeToFail, const float fLife )
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{
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const float fYOffset = ArrowGetYOffset( m_PlayerNumber, fBeat );
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const float fYPos = ArrowGetYPos( m_PlayerNumber, fYOffset );
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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 fAlpha = ArrowGetAlpha( m_PlayerNumber, fYPos, fPercentFadeToFail );
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const float fGlow = ArrowGetGlow( m_PlayerNumber, fYPos, fPercentFadeToFail );
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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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Actor* pActor;
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if( bOnSameRowAsHoldStart && cache->m_bDrawHoldHeadForTapsOnSameRow )
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{
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// draw hold head
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pActor = GetHoldHeadActor( fBeat, false );
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}
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else
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{
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// draw tap
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pActor = GetTapNoteActor( fBeat );
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pActor->SetRotationZ( fRotation );
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}
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pActor->SetXY( fXPos, fYPos );
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pActor->SetDiffuse( diffuse );
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pActor->SetGlow( glow );
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if( cache->m_bUseLighting )
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{
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DISPLAY->SetLighting( true );
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DISPLAY->SetLightDirectional(
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0,
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RageColor(0.0f,0.0f,0.0f,1),
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RageColor(1,1,1,1),
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RageColor(1,1,1,1),
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RageVector3(1, 0, +1) );
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}
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pActor->Draw();
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if( cache->m_bUseLighting )
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{
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DISPLAY->SetLightOff( 0 );
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DISPLAY->SetLighting( false );
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}
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}
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// if( ct == PlayerOptions::COLOR_NOTE )
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// {
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// RageColor color = GetNoteColorFromBeat( fNoteBeat );
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// colorLeadingOut = color;
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// colorTrailingOut = color;
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//
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// // add a little bit of white so the note doesn't look so plain
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// colorLeadingOut.r += 0.3f * fabsf( fPercentThroughColorsLeading - 0.5f );
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// colorLeadingOut.g += 0.3f * fabsf( fPercentThroughColorsLeading - 0.5f );
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// colorLeadingOut.b += 0.3f * fabsf( fPercentThroughColorsLeading - 0.5f );
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// colorTrailingOut.r += 0.3f * fabsf( fPercentThroughColorsTrailing - 0.5f );
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// colorTrailingOut.g += 0.3f * fabsf( fPercentThroughColorsTrailing - 0.5f );
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// colorTrailingOut.b += 0.3f * fabsf( fPercentThroughColorsTrailing - 0.5f );
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// return;
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// }
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