fix long-running cabinet-lights causes gameplay to end very late
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@@ -51,7 +51,7 @@
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#define CACHE_DIR "Cache/"
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const int FILE_CACHE_VERSION = 136; // increment this when Song or Steps changes to invalidate cache
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const int FILE_CACHE_VERSION = 137; // increment this when Song or Steps changes to invalidate cache
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// also increment it on the rare occasion where we split modes
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const float DEFAULT_MUSIC_SAMPLE_LENGTH = 12.f;
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@@ -851,6 +851,11 @@ void Song::ReCalculateRadarValuesAndLastBeat()
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if(tempNoteData.GetLastRow() == 0)
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continue;
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// Don't set first/last beat based on lights. They often start very
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// early and end very late.
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if( pNotes->m_StepsType == STEPS_TYPE_LIGHTS_CABINET )
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continue;
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float fFirstBeat = tempNoteData.GetFirstBeat();
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float fLastBeat = tempNoteData.GetLastBeat();
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if( m_fFirstBeat == -1 )
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