simplify
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@@ -1632,29 +1632,37 @@ void ScreenGameplay::UpdateLights()
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// for each index we crossed since the last update:
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FOREACH_NONEMPTY_ROW_IN_TRACK_RANGE( m_CabinetLightsNoteData, cl, r, iRowLastCrossed+1, iSongRow+1 )
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{
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bool bBlink = (m_CabinetLightsNoteData.GetTapNote( cl, r ).type != TapNote::empty );
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bBlinkCabinetLight[cl] |= bBlink;
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if( m_CabinetLightsNoteData.GetTapNote( cl, r ).type != TapNote::empty )
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bBlinkCabinetLight[cl] = true;
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}
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if( m_CabinetLightsNoteData.IsHoldNoteAtBeat( cl, iSongRow ) )
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bBlinkCabinetLight[cl] |= true;
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bBlinkCabinetLight[cl] = true;
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}
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FOREACH_EnabledPlayer( pn )
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{
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for( int t=0; t<m_Player[pn].m_NoteData.GetNumTracks(); t++ )
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{
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bool bBlink = false;
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// for each index we crossed since the last update:
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FOREACH_NONEMPTY_ROW_IN_TRACK_RANGE( m_Player[pn].m_NoteData, t, r, iRowLastCrossed+1, iSongRow+1 )
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{
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TapNote tn = m_Player[pn].m_NoteData.GetTapNote(t,r);
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bool bBlink = (tn.type != TapNote::empty && tn.type != TapNote::mine);
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if( bBlink )
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{
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StyleInput si( pn, t );
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GameInput gi = pStyle->StyleInputToGameInput( si );
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bBlinkGameButton[gi.controller][gi.button] |= bBlink;
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}
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if( tn.type != TapNote::empty && tn.type != TapNote::mine )
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bBlink = true;
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}
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// check if a hold should be active
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if( m_Player[pn].m_NoteData.IsHoldNoteAtBeat( t, iSongRow ) )
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bBlink = true;
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if( bBlink )
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{
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StyleInput si( pn, t );
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GameInput gi = pStyle->StyleInputToGameInput( si );
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bBlinkGameButton[gi.controller][gi.button] = true;
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}
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}
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}
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@@ -1662,28 +1670,6 @@ void ScreenGameplay::UpdateLights()
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iRowLastCrossed = iSongRow;
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}
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{
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// check for active HoldNotes
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float fPositionSeconds = GAMESTATE->m_fMusicSeconds + LIGHTS_FALLOFF_SECONDS/2; // trigger the light a tiny bit early
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float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
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const int iSongRow = BeatToNoteRow( fSongBeat );
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FOREACH_EnabledPlayer( pn )
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{
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// check if a hold should be active
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for( int t=0; t < m_Player[pn].m_NoteData.GetNumTracks(); ++t )
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{
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if( m_Player[pn].m_NoteData.IsHoldNoteAtBeat( t, iSongRow ) )
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{
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StyleInput si( pn, t );
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GameInput gi = pStyle->StyleInputToGameInput( si );
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bBlinkGameButton[gi.controller][gi.button] |= true;
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}
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}
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}
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}
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// Before the first beat of the song, blink all cabinet lights (except for
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// menu buttons) on the beat.
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bool bOverrideCabinetBlink = (GAMESTATE->m_fSongBeat < GAMESTATE->m_pCurSong->m_fFirstBeat) && bCrossedABeat;
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