m_CabinetLightsNoteData without 4s
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@@ -1115,9 +1115,8 @@ void ScreenGameplay::LoadNextSong()
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}
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}
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// Convert to 4s so that we can check if we're inside a hold with just
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// GetTapNote().
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m_CabinetLightsNoteData.ConvertHoldNotesTo4s();
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// Convert to 2sAnd3s so that we can check if we're inside a hold with IsHoldNoteAtBeat.
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m_CabinetLightsNoteData.ConvertHoldNotesTo2sAnd3s();
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}
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}
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@@ -1580,6 +1579,9 @@ void ScreenGameplay::UpdateLights()
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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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}
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if( m_CabinetLightsNoteData.IsHoldNoteAtBeat( cl, iRowNow ) )
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bBlinkCabinetLight[cl] |= true;
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}
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FOREACH_EnabledPlayer( pn )
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@@ -1827,9 +1829,9 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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fOffsetDelta *= 10;
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BPMSegment& seg = GAMESTATE->m_pCurSong->GetBPMSegmentAtBeat( GAMESTATE->m_fSongBeat );
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seg.m_fBPM += fOffsetDelta;
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seg.m_iBPS += BeatToNoteRow(fOffsetDelta);
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m_textDebug.SetText( ssprintf("Cur BPM = %.2f", seg.m_fBPM) );
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m_textDebug.SetText( ssprintf("Cur BPM = %.2f", seg.GetBPM()) );
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m_textDebug.StopTweening();
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m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
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m_textDebug.BeginTweening( 3 ); // sleep
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