course timed attack support
fix HowToPlay crash
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@@ -10,6 +10,11 @@ void Attack::GetAttackBeats( const Song *song, PlayerNumber pn, float &fStartBea
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fStartBeat = song->GetBeatFromElapsedTime( fStartSecond );
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fEndBeat = song->GetBeatFromElapsedTime( fStartSecond+fSecsRemaining );
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} else {
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/* If fStartSecond < 0, then the attack starts right off the screen; this requires
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* that a song actually be playing. Pre-queued course attacks must always have
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* fStartSecond >= 0. */
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ASSERT( GAMESTATE->m_pCurSong );
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/* We're setting this effect on the fly. If it's an arrow-changing effect
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* (transform or note skin), apply it in the future, past what's currently on
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* screen, so new arrows will scroll on screen with this effect. */
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