Fix the LastSeen logic for autokeysounds
We were never actually setting iLastSeenRow, so the if statement wasn't meaningful anyway.
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+8
-4
@@ -2967,10 +2967,6 @@ void Player::CrossedRows( int iLastRowCrossed, const RageTimer &now )
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default: break;
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default: break;
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}
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}
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if( iRow != iLastSeenRow )
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{
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// crossed a not-empty row
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// check to see if there's a note at the crossed row
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// check to see if there's a note at the crossed row
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if( m_pPlayerState->m_PlayerController != PC_HUMAN )
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if( m_pPlayerState->m_PlayerController != PC_HUMAN )
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{
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{
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@@ -2989,6 +2985,14 @@ void Player::CrossedRows( int iLastRowCrossed, const RageTimer &now )
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}
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}
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}
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}
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// TODO: Can we remove the iLastSeenRow logic and the
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// autokeysound for loop, since the iterator in this loop will
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// already be iterating over all of the tracks?
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if( iRow != iLastSeenRow )
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{
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// crossed a new not-empty row
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iLastSeenRow = iRow;
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// handle autokeysounds here (if not in the editor).
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// handle autokeysounds here (if not in the editor).
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if (!GAMESTATE->m_bInStepEditor)
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if (!GAMESTATE->m_bInStepEditor)
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{
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{
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