Use PlayerPlus (a Player plus a NoteData, this gives the old behavior of Player, i.e. calling Load( nd )).
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@@ -793,9 +793,10 @@ void ScreenEdit::PlayTicks()
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iRowLastCrossed = iSongRow;
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int iTickRow = -1;
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const NoteData &nd = m_Player.GetNoteData();
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// for each index we crossed since the last update:
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FOREACH_NONEMPTY_ROW_ALL_TRACKS_RANGE( m_Player.m_NoteData, r, iRowLastCrossed+1, iSongRow+1 )
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if( m_Player.m_NoteData.IsThereATapOrHoldHeadAtRow( r ) )
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FOREACH_NONEMPTY_ROW_ALL_TRACKS_RANGE( nd, r, iRowLastCrossed+1, iSongRow+1 )
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if( nd.IsThereATapOrHoldHeadAtRow( r ) )
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iTickRow = r;
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iRowLastCrossed = iSongRow;
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@@ -258,7 +258,7 @@ protected:
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// for MODE_PLAY
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void SetupCourseAttacks();
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Player m_Player;
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PlayerPlus m_Player;
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Background m_Background;
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Foreground m_Foreground;
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bool m_bReturnToRecordMenuAfterPlay;
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@@ -154,7 +154,7 @@ void ScreenHowToPlay::Init()
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GAMESTATE->m_bGameplayLeadIn.Set( false );
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_AUTOPLAY;
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m_pPlayer = new Player;
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m_pPlayer = new PlayerPlus;
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m_pPlayer->Init(
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"Player",
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GAMESTATE->m_pPlayerState[PLAYER_1],
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@@ -23,7 +23,7 @@ public:
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protected:
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virtual void Step();
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LifeMeterBar *m_pLifeMeterBar;
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Player *m_pPlayer;
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PlayerPlus *m_pPlayer;
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Model *m_pmCharacter;
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Model *m_pmDancePad;
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int m_iW2s;
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