cleanup
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@@ -236,7 +236,8 @@ void Player::Update( float fDeltaTime )
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if( GAMESTATE->m_PlayerController[m_PlayerNumber] != PC_HUMAN )
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bIsHoldingButton = true;
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m_NoteField.m_bIsHoldingHoldNote[i] = bIsHoldingButton && bSteppedOnTapNote; // set host flag so NoteField can do intelligent drawing
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// set hold flag so NoteField can do intelligent drawing
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m_NoteField.m_bIsHoldingHoldNote[i] = bIsHoldingButton && bSteppedOnTapNote;
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if( bSteppedOnTapNote ) // this note is not judged and we stepped on its head
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m_NoteField.GetHoldNote(i).fStartBeat = fSongBeat; // move the start of this Hold
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@@ -286,13 +287,6 @@ void Player::Update( float fDeltaTime )
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SetHoldNoteScore(i, hns);
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}
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/* Is there a reason this wasn't done within NoteField to begin with? */
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/* if( m_sLastSeenNoteSkin != GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_sNoteSkin )
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{
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m_NoteField.ReloadNoteSkin();
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m_sLastSeenNoteSkin = GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_sNoteSkin;
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} */
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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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* .5 before the row. Use MAX3 as a test case: without rounding, autoplay steps
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