use a vector for hold note scores
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@@ -51,7 +51,7 @@ void NoteField::Load( NoteData* pNoteData, PlayerNumber pn, int iPixelsToDrawBeh
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m_fPercentFadeToFail = -1;
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NoteDataWithScoring::Init();
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NoteDataWithScoring::Init(pNoteData->GetNumTapNotes(), pNoteData->GetNumHoldNotes());
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for( int i=0; i<MAX_HOLD_NOTES; i++ )
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m_bIsHoldingHoldNote[i] = false;
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@@ -62,11 +62,6 @@ void NoteField::Load( NoteData* pNoteData, PlayerNumber pn, int iPixelsToDrawBeh
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for( int c=0; c<m_iNumTracks; c++ )
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m_NoteDisplay[c].Load( c, pn );
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for( i=0; i<MAX_HOLD_NOTES; i++ )
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m_fHoldNoteLife[i] = 1; // start with full life
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ASSERT( m_iNumTracks == GAMESTATE->GetCurrentStyleDef()->m_iColsPerPlayer );
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}
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