fix "search for nearest row finds already judged rows"
TNS_None on strum miss, not TNS_HitMine. This was filling NoteData with tons of new notes
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@@ -930,7 +930,11 @@ int Player::GetClosestNonEmptyRowDirectional( int iStartRow, int iEndRow, bool b
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while( !iter.IsAtEnd() )
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{
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//NoteDataWithScoring::IsRowCompletelyJudged(m_NoteData, iRowOfClosestNonEmptyRow, pn) )
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if( NoteDataWithScoring::IsRowCompletelyJudged(m_NoteData, iter.Row(), m_pPlayerState->m_PlayerNumber) )
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{
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iter++;
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continue;
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}
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return iter.Row();
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}
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}
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@@ -940,7 +944,11 @@ int Player::GetClosestNonEmptyRowDirectional( int iStartRow, int iEndRow, bool b
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while( !iter.IsAtEnd() )
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{
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//NoteDataWithScoring::IsRowCompletelyJudged(m_NoteData, iRowOfClosestNonEmptyRow, pn) )
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if( NoteDataWithScoring::IsRowCompletelyJudged(m_NoteData, iter.Row(), m_pPlayerState->m_PlayerNumber) )
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{
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iter++;
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continue;
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}
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return iter.Row();
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}
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}
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@@ -1278,7 +1286,7 @@ void Player::StepOrStrum( int col, int row, const RageTimer &tm, bool bHeld, boo
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bNoteRowMatchesFrets &= bNoteMatchesFret;
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}
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if( !bNoteRowMatchesFrets )
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score = TNS_HitMine;
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score = TNS_None;
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}
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break;
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case ButtonType_Step:
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