Combination revert and hack. Remove the ImmediateCheckpointMiss metric, use lua to set the Preference as required. This code assumes the default value of TimingWindowSecondsHold is in place normally: improvements to restore non default values are appreciated.
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@@ -135,7 +135,6 @@ ThemeMetric<bool> IMMEDIATE_HOLD_LET_GO ( "Player", "ImmediateHoldLetGo" );
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ThemeMetric<bool> REQUIRE_STEP_ON_HOLD_HEADS ( "Player", "RequireStepOnHoldHeads" );
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ThemeMetric<bool> ROLL_BODY_INCREMENTS_COMBO ( "Player", "RollBodyIncrementsCombo" );
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ThemeMetric<bool> CHECKPOINTS_TAPS_SEPARATE_JUDGMENT ( "Player", "CheckpointsTapsSeparateJudgment" );
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ThemeMetric<bool> IMMEDIATE_CHECKPOINT_MISS ( "Player", "ImmediateCheckpointMiss" );
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float Player::GetWindowSeconds( TimingWindow tw )
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@@ -2612,8 +2611,7 @@ void Player::CrossedRows( int iLastRowCrossed, const RageTimer &now )
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continue;
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viColsWithHold.push_back( iTrack );
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if( ( IMMEDIATE_CHECKPOINT_MISS && tn.HoldResult.bHeld ) ||
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( !IMMEDIATE_CHECKPOINT_MISS && tn.HoldResult.fLife > 0 ) )
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if( tn.HoldResult.fLife > 0 )
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{
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++iNumHoldsHeldThisRow;
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++tn.HoldResult.iCheckpointsHit;
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