a shot in the dark.
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+2
-7
@@ -1205,10 +1205,6 @@ void Player::UpdateHoldNotes( int iSongRow, float fDeltaTime, vector<TrackRowTap
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bool bIsHoldingButton = true;
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bool bIsHoldingButton = true;
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FOREACH( TrackRowTapNote, vTN, trtn )
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FOREACH( TrackRowTapNote, vTN, trtn )
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{
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/*if this hold is already done, pretend it's always being pressed.
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fixes/masks the phantom hold issue. -FSX*/
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if( (iStartRow + trtn->pTN->iDuration) > iSongRow )
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{
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{
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int iTrack = trtn->iTrack;
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int iTrack = trtn->iTrack;
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@@ -1233,7 +1229,6 @@ void Player::UpdateHoldNotes( int iSongRow, float fDeltaTime, vector<TrackRowTap
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bIsHoldingButton &= INPUTMAPPER->IsBeingPressed( GameI, m_pPlayerState->m_mp );
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bIsHoldingButton &= INPUTMAPPER->IsBeingPressed( GameI, m_pPlayerState->m_mp );
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}
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}
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}
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}
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}
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if( bInitiatedNote && fLife != 0 && bHeadJudged )
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if( bInitiatedNote && fLife != 0 && bHeadJudged )
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{
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{
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@@ -1263,11 +1258,11 @@ void Player::UpdateHoldNotes( int iSongRow, float fDeltaTime, vector<TrackRowTap
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TapNote &tn = *trtn->pTN;
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TapNote &tn = *trtn->pTN;
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// set hold flag so NoteField can do intelligent drawing
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// set hold flag so NoteField can do intelligent drawing
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tn.HoldResult.bHeld = bIsHoldingButton && bInitiatedNote;
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tn.HoldResult.bHeld = bIsHoldingButton && bInitiatedNote ||;
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tn.HoldResult.bActive = bInitiatedNote;
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tn.HoldResult.bActive = bInitiatedNote;
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}
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}
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if( bInitiatedNote && bIsHoldingButton )
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if( bInitiatedNote && bIsHoldingButton || ((iStartRow + trtn->pTN->iDuration) > iSongRow ) )
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{
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{
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//LOG->Trace("bInitiatedNote && bIsHoldingButton; Increasing hold life to MAX_HOLD_LIFE");
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//LOG->Trace("bInitiatedNote && bIsHoldingButton; Increasing hold life to MAX_HOLD_LIFE");
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// Increase life
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// Increase life
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