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@@ -455,9 +455,9 @@ void Player::Update( float fDeltaTime, float fSongBeat, float fMaxBeatDifference
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float fStartBeat = StepIndexToBeat( hs.m_iStartIndex );
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float fStartBeat = StepIndexToBeat( hs.m_iStartIndex );
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float fEndBeat = StepIndexToBeat( hs.m_iEndIndex );
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float fEndBeat = StepIndexToBeat( hs.m_iEndIndex );
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if( fStartBeat+fMaxBeatDifference*2 < m_fSongBeat && m_fSongBeat < fEndBeat-fMaxBeatDifference*2 && // if the song beat is in the range of this hold
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// update the "electric arrow"
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m_HoldStepScores[i] == HOLD_SCORE_NONE ||
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if( m_HoldStepScores[i] == HOLD_STEPPED_ON && // this hold doesn't already have a score
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m_HoldStepScores[i] == HOLD_STEPPED_ON ) // this hold doesn't already have a score
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fStartBeat < m_fSongBeat && m_fSongBeat < fEndBeat ) // if the song beat is in the range of this hold
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{
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{
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PlayerInput PlayerI = { m_PlayerNumber, hs.m_Step };
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PlayerInput PlayerI = { m_PlayerNumber, hs.m_Step };
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if( GAMEINFO->IsButtonDown( PlayerI ) ) // they're holding the button down
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if( GAMEINFO->IsButtonDown( PlayerI ) ) // they're holding the button down
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@@ -465,7 +465,14 @@ void Player::Update( float fDeltaTime, float fSongBeat, float fMaxBeatDifference
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int iCol = m_StepToColumnNumber[ hs.m_Step ];
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int iCol = m_StepToColumnNumber[ hs.m_Step ];
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m_HoldGhostArrow[iCol].Step();
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m_HoldGhostArrow[iCol].Step();
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}
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}
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else // they're not holding the button down
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}
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// update the logic
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if( (m_HoldStepScores[i] == HOLD_SCORE_NONE || m_HoldStepScores[i] == HOLD_STEPPED_ON) && // this hold doesn't already have a score
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fStartBeat+fMaxBeatDifference/2 < m_fSongBeat && m_fSongBeat < fEndBeat-fMaxBeatDifference/2 ) // if the song beat is in the range of this hold
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{
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PlayerInput PlayerI = { m_PlayerNumber, hs.m_Step };
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if( !GAMEINFO->IsButtonDown( PlayerI ) ) // they're not holding the button down
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{
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{
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m_HoldStepScores[i] = HOLD_SCORE_NG;
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m_HoldStepScores[i] = HOLD_SCORE_NG;
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int iCol = m_StepToColumnNumber[ hs.m_Step ];
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int iCol = m_StepToColumnNumber[ hs.m_Step ];
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@@ -480,7 +487,7 @@ void Player::Update( float fDeltaTime, float fSongBeat, float fMaxBeatDifference
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HoldStep &hs = m_HoldSteps[i];
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HoldStep &hs = m_HoldSteps[i];
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float fEndBeat = StepIndexToBeat( hs.m_iEndIndex );
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float fEndBeat = StepIndexToBeat( hs.m_iEndIndex );
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if( fEndBeat < m_fSongBeat && // if this hold step is in the past
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if( m_fSongBeat > fEndBeat && // if this hold step is in the past
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m_HoldStepScores[i] == HOLD_STEPPED_ON ) // and it doesn't yet have a score
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m_HoldStepScores[i] == HOLD_STEPPED_ON ) // and it doesn't yet have a score
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{
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{
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m_HoldStepScores[i] = HOLD_SCORE_OK;
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m_HoldStepScores[i] = HOLD_SCORE_OK;
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@@ -800,7 +807,8 @@ void Player::DrawColorArrows()
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for( int i=iIndexFirstArrowToDraw; i<=iIndexLastArrowToDraw; i++ ) // for each row
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for( int i=iIndexFirstArrowToDraw; i<=iIndexLastArrowToDraw; i++ ) // for each row
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{
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{
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if( m_LeftToStepOn[i] != 0 ) // this step is not yet complete
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if( m_LeftToStepOn[i] != 0 || // this step is not yet complete
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m_StepScore[i] == good || m_StepScore[i] == boo || m_StepScore[i] == miss )
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{
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{
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float fYOffset = GetColorArrowYOffset( i, m_fSongBeat );
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float fYOffset = GetColorArrowYOffset( i, m_fSongBeat );
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float fYPos = GetColorArrowYPos( i, m_fSongBeat );
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float fYPos = GetColorArrowYPos( i, m_fSongBeat );
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