allow checkpoints for rolls
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@@ -2409,16 +2409,6 @@ void Player::CrossedRows( int iLastRowCrossed, const RageTimer &now )
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if( tn.type != TapNote::hold_head )
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if( tn.type != TapNote::hold_head )
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continue;
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continue;
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switch( tn.subType )
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{
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DEFAULT_FAIL( tn.subType );
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case TapNote::hold_head_hold:
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break;
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case TapNote::hold_head_roll:
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// checkpoints don't apply to rolls
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continue;
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}
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int iStartRow = iter.Row();
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int iStartRow = iter.Row();
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int iEndRow = iStartRow + tn.iDuration;
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int iEndRow = iStartRow + tn.iDuration;
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int iTrack = iter.Track();
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int iTrack = iter.Track();
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