Fixed a couple Pump bugs
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@@ -559,6 +559,8 @@ ScreenGameplay::ScreenGameplay()
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m_announcerComboStopped.Load( ANNOUNCER->GetPathTo(ANNOUNCER_GAMEPLAY_COMBO_STOPPED) );
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}
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m_iRowLastCrossed = -1;
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m_soundAssistTick.Load( THEME->GetPathTo("Sounds","gameplay assist tick") );
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@@ -854,22 +856,20 @@ void ScreenGameplay::Update( float fDeltaTime )
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// Send crossed row messages to Player
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//
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int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
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CLAMP( iRowNow, 0, MAX_TAP_NOTE_ROWS-1 );
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static int iRowLastCrossed = 0;
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CLAMP( iRowLastCrossed, 0, MAX_TAP_NOTE_ROWS-1 );
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for( int r=iRowLastCrossed+1; r<=iRowNow; r++ ) // for each index we crossed since the last update
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if( iRowNow >= 0 && iRowNow < MAX_TAP_NOTE_ROWS )
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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for( int r=m_iRowLastCrossed+1; r<=iRowNow; r++ ) // for each index we crossed since the last update
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{
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if( GAMESTATE->IsPlayerEnabled(p) )
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m_Player[p].CrossedRow( r );
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( GAMESTATE->IsPlayerEnabled(p) )
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m_Player[p].CrossedRow( r );
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}
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}
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m_iRowLastCrossed = iRowNow;
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}
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iRowLastCrossed = iRowNow;
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//
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// play assist ticks
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