propagate Attack::GetAttackBeats precondition
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-1
@@ -22,6 +22,8 @@ void Attack::GetAttackBeats( const Song *pSong, float &fStartBeat, float &fEndBe
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* prevent popping when the attack has note modifers. */
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* prevent popping when the attack has note modifers. */
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void Attack::GetRealtimeAttackBeats( const Song *pSong, const PlayerState* pPlayerState, float &fStartBeat, float &fEndBeat ) const
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void Attack::GetRealtimeAttackBeats( const Song *pSong, const PlayerState* pPlayerState, float &fStartBeat, float &fEndBeat ) const
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{
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{
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ASSERT( pSong != NULL );
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if( fStartSecond >= 0 )
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if( fStartSecond >= 0 )
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{
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{
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GetAttackBeats( pSong, fStartBeat, fEndBeat );
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GetAttackBeats( pSong, fStartBeat, fEndBeat );
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@@ -29,7 +31,6 @@ void Attack::GetRealtimeAttackBeats( const Song *pSong, const PlayerState* pPlay
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}
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}
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ASSERT( pPlayerState != NULL );
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ASSERT( pPlayerState != NULL );
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ASSERT( pSong != NULL );
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/* If reasonable, push the attack forward 8 beats so that notes on screen don't change suddenly. */
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/* If reasonable, push the attack forward 8 beats so that notes on screen don't change suddenly. */
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fStartBeat = min( GAMESTATE->m_Position.m_fSongBeat+8, pPlayerState->m_fLastDrawnBeat );
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fStartBeat = min( GAMESTATE->m_Position.m_fSongBeat+8, pPlayerState->m_fLastDrawnBeat );
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