[default -> timing] Bring up to date for test.
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+8
-8
@@ -2965,12 +2965,12 @@ void Player::CrossedRows( int iLastRowCrossed, const RageTimer &now )
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if( iCheckpointFrequencyRows > 0 )
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{
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// "the first row after the start of the range that lands on a beat"
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int iFirstCheckpointInRange = QuantizeUp(m_iFirstUncrossedRow,
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iCheckpointFrequencyRows);
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int iFirstCheckpointInRange = ((m_iFirstUncrossedRow+iCheckpointFrequencyRows-1)
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/iCheckpointFrequencyRows) * iCheckpointFrequencyRows;
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// "the last row or first row earlier that lands on a beat"
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int iLastCheckpointInRange = QuantizeDown(iLastRowCrossed,
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iCheckpointFrequencyRows);
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int iLastCheckpointInRange = ((iLastRowCrossed)/iCheckpointFrequencyRows)
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* iCheckpointFrequencyRows;
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for( int r = iFirstCheckpointInRange; r <= iLastCheckpointInRange; r += iCheckpointFrequencyRows )
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{
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@@ -2992,12 +2992,12 @@ void Player::CrossedRows( int iLastRowCrossed, const RageTimer &now )
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int iTrack = nIter.Track();
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// "the first row after the hold head that lands on a beat"
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int iFirstCheckpointOfHold = QuantizeUp(iStartRow,
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iCheckpointFrequencyRows);
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int iFirstCheckpointOfHold = ((iStartRow+iCheckpointFrequencyRows)/iCheckpointFrequencyRows)
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* iCheckpointFrequencyRows;
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// "the end row or the first earlier row that lands on a beat"
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int iLastCheckpointOfHold = QuantizeDown(iEndRow,
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iCheckpointFrequencyRows);
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int iLastCheckpointOfHold = ((iEndRow)/iCheckpointFrequencyRows)
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* iCheckpointFrequencyRows;
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// count the end of the hold as a checkpoint
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bool bHoldOverlapsRow = iFirstCheckpointOfHold <= r && r <= iLastCheckpointOfHold;
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