Fixed crash in edit mode caused by chart mods not revalidating the ATIs of the notedata. Edit mode still doesn't play attacks perfectly right.
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@@ -2759,6 +2759,8 @@ void NoteDataUtil::TransformNoteData( NoteData &nd, const PlayerOptions &po, Ste
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if( po.m_bTurns[PlayerOptions::TURN_SHUFFLE] ) NoteDataUtil::Turn( nd, st, NoteDataUtil::shuffle, iStartIndex, iEndIndex );
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if( po.m_bTurns[PlayerOptions::TURN_SOFT_SHUFFLE] ) NoteDataUtil::Turn( nd, st, NoteDataUtil::soft_shuffle, iStartIndex, iEndIndex );
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if( po.m_bTurns[PlayerOptions::TURN_SUPER_SHUFFLE] ) NoteDataUtil::Turn( nd, st, NoteDataUtil::super_shuffle, iStartIndex, iEndIndex );
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nd.RevalidateATIs(vector<int>(), false);
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}
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void NoteDataUtil::AddTapAttacks( NoteData &nd, Song* pSong )
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+6
-4
@@ -3375,6 +3375,7 @@ void ScreenEdit::TransitionEditState( EditState em )
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case STATE_PLAYING:
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case STATE_RECORDING:
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{
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m_NoteDataEdit.RevalidateATIs(vector<int>(), false);
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if( bStateChanging )
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AdjustSync::ResetOriginalSyncData();
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@@ -3388,7 +3389,7 @@ void ScreenEdit::TransitionEditState( EditState em )
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if (!GAMESTATE->m_bIsUsingStepTiming)
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{
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// Substitute the song timing for the step timing during
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// previuw if we're in song mode
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// preview if we're in song mode
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backupStepTiming = GAMESTATE->m_pCurSteps[PLAYER_1]->m_Timing;
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GAMESTATE->m_pCurSteps[PLAYER_1]->m_Timing.Clear();
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}
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@@ -6092,9 +6093,10 @@ void ScreenEdit::SetupCourseAttacks()
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{
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FOREACH(Attack, attacks, attack)
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{
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float fBeat = GetAppropriateTiming().GetBeatFromElapsedTime(attack->fStartSecond);
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if (fBeat >= GetBeat())
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GAMESTATE->m_pPlayerState[PLAYER_1]->LaunchAttack( *attack );
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// LaunchAttack is actually a misnomer. The function actually adds
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// the attack to a list in the PlayerState which is checked and
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// updated every tick to see which ones to actually activate. -Kyz
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GAMESTATE->m_pPlayerState[PLAYER_1]->LaunchAttack( *attack );
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}
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}
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}
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