use GAMESTATE->m_fLightSongBeat
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@@ -137,7 +137,7 @@ void LightsManager::Update( float fDeltaTime )
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{
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case LIGHTSMODE_JOINING:
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{
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// int iBeat = (int)(GAMESTATE->m_fSongBeat);
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// int iBeat = (int)(GAMESTATE->m_fLightSongBeat);
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// bool bBlinkOn = (iBeat%2)==0;
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FOREACH_PlayerNumber( pn )
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@@ -175,7 +175,7 @@ void LightsManager::Update( float fDeltaTime )
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FOREACH_CabinetLight( cl )
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m_LightsState.m_bCabinetLights[cl] = false;
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int iBeat = (int)(GAMESTATE->m_fSongBeat);
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int iBeat = (int)(GAMESTATE->m_fLightSongBeat);
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int iTopIndex = iBeat;
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wrap( iTopIndex, 4 );
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switch( iTopIndex )
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@@ -238,7 +238,7 @@ void LightsManager::Update( float fDeltaTime )
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// If not joined, has enough credits, and not too late to join, then
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// blink the menu buttons rapidly so they'll press Start
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{
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int iBeat = (int)(GAMESTATE->m_fSongBeat*4);
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int iBeat = (int)(GAMESTATE->m_fLightSongBeat*4);
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bool bBlinkOn = (iBeat%2)==0;
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FOREACH_PlayerNumber( pn )
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{
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@@ -1650,8 +1650,7 @@ void ScreenGameplay::UpdateLights()
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ZERO( bBlinkGameButton );
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bool bCrossedABeat = false;
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{
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float fPositionSeconds = GAMESTATE->m_fMusicSeconds + g_fLightsAheadSeconds; // trigger the light a tiny bit early
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float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
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const float fSongBeat = GAMESTATE->m_fLightSongBeat;
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const int iSongRow = BeatToNoteRowNotRounded( fSongBeat );
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static int iRowLastCrossed = 0;
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