use UpdateSongPosition
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@@ -737,18 +737,9 @@ void ScreenGameplay::Update( float fDeltaTime )
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return;
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return;
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// update the global music statistics for other classes to access
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// update the global music statistics for other classes to access
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float fPositionSeconds = m_soundMusic.GetPositionSeconds();
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GAMESTATE->UpdateSongPosition(m_soundMusic.GetPositionSeconds());
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float fSongBeat, fBPS;
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bool bFreeze;
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GAMESTATE->m_pCurSong->GetBeatAndBPSFromElapsedTime( fPositionSeconds, fSongBeat, fBPS, bFreeze );
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GAMESTATE->m_fMusicSeconds = fPositionSeconds;
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GAMESTATE->m_fSongBeat = fSongBeat;
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GAMESTATE->m_fCurBPS = fBPS;
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GAMESTATE->m_bFreeze = bFreeze;
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m_MaxCombo.SetText( ssprintf("%d", m_Player[GAMESTATE->m_MasterPlayerNumber].GetPlayersMaxCombo()) ); /* MAKE THIS WORK FOR BOTH PLAYERS! */
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m_MaxCombo.SetText( ssprintf("%d", m_Player[GAMESTATE->m_MasterPlayerNumber].GetPlayersMaxCombo()) ); /* MAKE THIS WORK FOR BOTH PLAYERS! */
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//LOG->Trace( "m_fOffsetInBeats = %f, m_fBeatsPerSecond = %f, m_Music.GetPositionSeconds = %f", m_fOffsetInBeats, m_fBeatsPerSecond, m_Music.GetPositionSeconds() );
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//LOG->Trace( "m_fOffsetInBeats = %f, m_fBeatsPerSecond = %f, m_Music.GetPositionSeconds = %f", m_fOffsetInBeats, m_fBeatsPerSecond, m_Music.GetPositionSeconds() );
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@@ -860,7 +851,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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//
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//
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// Send crossed row messages to Player
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// Send crossed row messages to Player
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//
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//
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int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
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int iRowNow = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat );
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if( iRowNow >= 0 && iRowNow < MAX_TAP_NOTE_ROWS )
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if( iRowNow >= 0 && iRowNow < MAX_TAP_NOTE_ROWS )
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{
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{
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for( int r=m_iRowLastCrossed+1; r<=iRowNow; r++ ) // for each index we crossed since the last update
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for( int r=m_iRowLastCrossed+1; r<=iRowNow; r++ ) // for each index we crossed since the last update
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