Slightly more efficient kludge.
I am once again reminded that I need to de-couple GAMESTATE from NoteData.
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+3
-2
@@ -599,14 +599,15 @@ int NoteData::GetNumRowsWithSimultaneousTaps( int iMinTaps, int iStartIndex, int
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int iNum = 0;
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int iNum = 0;
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FOREACH_NONEMPTY_ROW_ALL_TRACKS_RANGE( *this, r, iStartIndex, iEndIndex )
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FOREACH_NONEMPTY_ROW_ALL_TRACKS_RANGE( *this, r, iStartIndex, iEndIndex )
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{
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{
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if (GAMESTATE->GetProcessedTimingData()->IsJudgableAtRow(r))
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continue;
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int iNumNotesThisIndex = 0;
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int iNumNotesThisIndex = 0;
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for( int t=0; t<GetNumTracks(); t++ )
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for( int t=0; t<GetNumTracks(); t++ )
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{
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{
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const TapNote &tn = GetTapNote(t, r);
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const TapNote &tn = GetTapNote(t, r);
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if( tn.type != TapNote::mine // mines don't count.
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if( tn.type != TapNote::mine // mines don't count.
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&& tn.type != TapNote::empty
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&& tn.type != TapNote::empty
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&& tn.type != TapNote::fake
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&& tn.type != TapNote::fake)
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&& GAMESTATE->GetProcessedTimingData()->IsJudgableAtRow(r))
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iNumNotesThisIndex++;
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iNumNotesThisIndex++;
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}
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}
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if( iNumNotesThisIndex >= iMinTaps )
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if( iNumNotesThisIndex >= iMinTaps )
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