possible fix for handling of delays in autoplay. may also fix things elsewhere (editor?), but that is untested. autoplay seemed to work well with uprock (the song) so I have no complaints.
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+18
-7
@@ -735,9 +735,6 @@ void Player::Update( float fDeltaTime )
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DoStrumMiss();
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}
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// Check for TapNote misses
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UpdateTapNotesMissedOlderThan( GetMaxStepDistanceSeconds() );
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// update pressed flag
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const int iNumCols = GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer;
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ASSERT_M( iNumCols <= MAX_COLS_PER_PLAYER, ssprintf("%i > %i", iNumCols, MAX_COLS_PER_PLAYER) );
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@@ -870,12 +867,23 @@ void Player::Update( float fDeltaTime )
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{
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if( GAMESTATE->IsPlayerEnabled(m_pPlayerState) )
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{
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if(m_bDelay)
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if(GAMESTATE->m_bDelay)
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{
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CrossedRows( iRowNow-1, now );
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m_bDelay = false;
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if( !m_bDelay )
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m_bDelay = true;
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}
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else
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{
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if(m_bDelay)
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{
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if(m_pPlayerState->m_PlayerController != PC_HUMAN)
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{
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CrossedRows( iRowNow-1, now );
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}
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m_bDelay = false;
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}
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CrossedRows( iRowNow, now );
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}
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CrossedRows( iRowNow, now );
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}
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}
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}
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@@ -883,6 +891,9 @@ void Player::Update( float fDeltaTime )
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// Check for completely judged rows.
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UpdateJudgedRows();
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// Check for TapNote misses
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UpdateTapNotesMissedOlderThan( GetMaxStepDistanceSeconds() );
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// process transforms that are waiting to be applied
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ApplyWaitingTransforms();
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}
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