fix Autoplay hits notes way below current row if starved for CPU (taking a screenshot, dragging the window)
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@@ -308,7 +308,7 @@ void Player::Update( float fDeltaTime )
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// Why was this originally "BeatToNoteRowNotRounded"? It should be rounded. -Chris
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// Why was this originally "BeatToNoteRowNotRounded"? It should be rounded. -Chris
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/* We want to send the crossed row message exactly when we cross the row--not
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/* We want to send the crossed row message exactly when we cross the row--not
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* .5 before the row. Use MAX3 as a test case: without rounding, autoplay steps
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* .5 before the row. Use MAX300 as a test case: without rounding, autoplay steps
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* early. -glenn */
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* early. -glenn */
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const int iRowNow = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat );
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const int iRowNow = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat );
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if( iRowNow >= 0 )
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if( iRowNow >= 0 )
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@@ -647,6 +647,7 @@ void Player::CrossedRow( int iNoteRow )
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{
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{
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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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if( GetTapNote(t, iNoteRow) != TAP_EMPTY )
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if( GetTapNote(t, iNoteRow) != TAP_EMPTY )
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if( GetTapNoteScore(t, iNoteRow) == TNS_NONE )
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Step( t, now );
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Step( t, now );
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}
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}
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}
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}
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