Step scores are now handled during Update so make sure all Steps happen in Update before we check the rows so that we don't have to wait for the next frame.
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@@ -526,13 +526,11 @@ void Player::Update( float fDeltaTime )
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// during pause.
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if( m_bPaused )
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return;
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//
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// Check for TapNote misses
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//
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UpdateTapNotesMissedOlderThan( GetMaxStepDistanceSeconds() );
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// Check for completely judged rows.
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UpdateJudgedRows();
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//
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// update pressed flag
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@@ -708,10 +706,10 @@ void Player::Update( float fDeltaTime )
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}
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}
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}
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// TODO: Remove use of PlayerNumber.
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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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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@@ -727,7 +725,7 @@ void Player::Update( float fDeltaTime )
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m_iRowLastCrossed = iRowNow+1;
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}
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}
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{
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// TRICKY:
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float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
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@@ -743,6 +741,9 @@ void Player::Update( float fDeltaTime )
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m_iMineRowLastCrossed = iRowNow+1;
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}
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}
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// Check for completely judged rows.
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UpdateJudgedRows();
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// process transforms that are waiting to be applied
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ApplyWaitingTransforms();
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