there's no longer any performance penalty for passing out-of-range parameters; simplify
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@@ -1618,9 +1618,8 @@ void ScreenGameplay::UpdateLights()
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{
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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 = BeatToNoteRowNotRounded( fSongBeat );
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int iSongRow = BeatToNoteRowNotRounded( fSongBeat );
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iSongRow = max( 0, iSongRow );
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static int iRowLastCrossed = 0;
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float fBeatLast = roundf(NoteRowToBeat(iRowLastCrossed));
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