Pass release to Step(). Doesn't do anything yet.
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@@ -572,7 +572,7 @@ void Player::Update( float fDeltaTime )
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if( tn.HoldResult.fLife >= 0.5f )
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continue;
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Step( iTrack, iSongRow, now, false );
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Step( iTrack, iSongRow, now, false, false );
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if( m_pPlayerState->m_PlayerController == PC_AUTOPLAY )
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STATSMAN->m_CurStageStats.bUsedAutoplay = true;
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}
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@@ -923,8 +923,11 @@ int Player::GetClosestNote( int col, int iNoteRow, int iMaxRowsAhead, int iMaxRo
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return iNextIndex;
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}
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void Player::Step( int col, int row, const RageTimer &tm, bool bHeld )
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void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRelease )
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{
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// XXX: Ignore for now.
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if( bRelease )
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return;
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// If we're playing on oni and we've died, do nothing.
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if( GAMESTATE->m_SongOptions.GetCurrent().m_LifeType == SongOptions::LIFE_BATTERY && m_pPlayerStageStats && m_pPlayerStageStats->bFailed )
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return;
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@@ -1464,7 +1467,7 @@ void Player::CrossedRow( int iNoteRow, const RageTimer &now )
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const TapNote &tn = m_NoteData.GetTapNote( t, iNoteRow );
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if( tn.type != TapNote::empty && tn.result.tns == TNS_None )
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{
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Step( t, iNoteRow, now );
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Step( t, iNoteRow, now, false, false );
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if( m_pPlayerState->m_PlayerController == PC_AUTOPLAY )
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STATSMAN->m_CurStageStats.bUsedAutoplay = true;
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}
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@@ -1487,13 +1490,13 @@ void Player::CrossedMineRow( int iNoteRow, const RageTimer &now )
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{
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float fSecsHeld = INPUTMAPPER->GetSecsHeld( StyleI, m_pPlayerState->m_mp );
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if( fSecsHeld >= PREFSMAN->m_fPadStickSeconds )
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Step( t, -1, now+(-PREFSMAN->m_fPadStickSeconds), true );
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Step( t, -1, now+(-PREFSMAN->m_fPadStickSeconds), true, false );
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}
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else
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{
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bool bIsDown = INPUTMAPPER->IsButtonDown( StyleI, m_pPlayerState->m_mp );
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if( bIsDown )
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Step( t, iNoteRow, now, true );
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Step( t, iNoteRow, now, true, false );
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}
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}
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}
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