finally got it to work with a another hack inside that hack.
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+6
-5
@@ -311,6 +311,11 @@ void Actor::BeginDraw() // set the world matrix and calculate actor properties
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m_pTempState = &tempState;
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tempState = m_current;
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// XXX HACK! We can't really determine the active player outside Draw() so
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// figure it out just for this clock type here.
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if( m_EffectClock == CLOCK_BGM_BEAT_PLAYER_ACTIVE )
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m_fSecsIntoEffect = g_vfCurrentBGMBeatPlayerNoOffset[m_ActivePlayerNumber];
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const float fTotalPeriod = GetEffectPeriod();
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ASSERT( fTotalPeriod > 0 );
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const float fTimeIntoEffect = fmodfp( m_fSecsIntoEffect+m_fEffectOffset, fTotalPeriod );
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@@ -680,16 +685,12 @@ void Actor::UpdateInternal( float fDeltaTime )
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break;
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}
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case CLOCK_BGM_BEAT_PLAYER_ACTIVE:
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case CLOCK_BGM_BEAT:
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m_fEffectDelta = g_fCurrentBGMBeat - m_fSecsIntoEffect;
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m_fSecsIntoEffect = g_fCurrentBGMBeat;
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break;
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case CLOCK_BGM_BEAT_PLAYER_ACTIVE:
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m_fEffectDelta = g_vfCurrentBGMBeatPlayer[m_ActivePlayerNumber] - m_fSecsIntoEffect;
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m_fSecsIntoEffect = g_vfCurrentBGMBeatPlayerNoOffset[m_ActivePlayerNumber];
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break;
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case CLOCK_BGM_BEAT_PLAYER1:
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m_fEffectDelta = g_vfCurrentBGMBeatPlayer[PLAYER_1] - m_fSecsIntoEffect;
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m_fSecsIntoEffect = g_vfCurrentBGMBeatPlayerNoOffset[PLAYER_1];
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