eliminating brute-force search
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@@ -1569,11 +1569,12 @@ void ScreenGameplay::UpdateLights()
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}
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}
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}
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}
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for( int r=iRowLastCrossed+1; r<=iRowNow; r++ ) // for each index we crossed since the last update
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{
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FOREACH_EnabledPlayer( pn )
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FOREACH_EnabledPlayer( pn )
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{
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for( int t=0; t<m_Player[pn].m_NoteData.GetNumTracks(); t++ )
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for( int t=0; t<m_Player[pn].m_NoteData.GetNumTracks(); t++ )
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{
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// for each index we crossed since the last update:
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FOREACH_NONEMPTY_ROW_IN_TRACK_RANGE( m_Player[pn].m_NoteData, t, r, iRowLastCrossed+1, iRowNow )
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{
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{
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TapNote tn = m_Player[pn].m_NoteData.GetTapNote(t,r);
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TapNote tn = m_Player[pn].m_NoteData.GetTapNote(t,r);
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bool bBlink = (tn.type != TapNote::empty && tn.type != TapNote::mine);
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bool bBlink = (tn.type != TapNote::empty && tn.type != TapNote::mine);
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