Fix? The lights didn't always trigger where they should have (it was occasionally forgetting to blink a light). This seems to fix it.
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@@ -1632,7 +1632,7 @@ void ScreenGameplay::UpdateLights()
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FOREACH_CabinetLight( cl )
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{
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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, iRowNow )
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FOREACH_NONEMPTY_ROW_IN_TRACK_RANGE( m_CabinetLightsNoteData, cl, r, iRowLastCrossed, iRowNow )
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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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