Bug fix. Up-Left and Up-Right no longer crash 4 panel games.
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@@ -270,6 +270,10 @@ void Player::HandlePlayerStep( float fSongBeat, TapStep player_step, float fMaxB
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// update gray arrows
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// update gray arrows
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int iColumnNum = m_Style.TapStepToColumnNumber( player_step );
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int iColumnNum = m_Style.TapStepToColumnNumber( player_step );
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// For single player and two player, iColumnNum will be 4/5 or 8/9/10/11 for
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// up-left and up-right hits. Seemed this was the simplest way to ignore them in game.
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if (iColumnNum >= m_Style.m_iNumColumns)
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return;
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m_GrayArrows.Step( iColumnNum );
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m_GrayArrows.Step( iColumnNum );
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@@ -14,7 +14,7 @@
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#include "Steps.h"
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#include "Steps.h"
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const int MAX_NUM_COLUMNS = 8;
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const int MAX_NUM_COLUMNS = 12;
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struct Style
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struct Style
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@@ -26,7 +26,10 @@ struct Style
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int TapStepToColumnNumber( TapStep tap_step )
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int TapStepToColumnNumber( TapStep tap_step )
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{
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{
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for( int i=0; i<m_iNumColumns; i++ )
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//for (int i=0; i<m_iNumColumns; i++)
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for( int i=0; i<MAX_NUM_COLUMNS; i++ )
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// Switched to MAX_NUM_COLUMNS so up-left and up-right don't cause ASSERT(false)
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// Player.HandelPlayerStep will ignore up-left and up-right if it needs.
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{
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{
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if( m_ColumnToTapStep[i] == tap_step )
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if( m_ColumnToTapStep[i] == tap_step )
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return i;
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return i;
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