New metric/hack: CheckpointsTapsSeparateJudgment. Deals with Hold checkpoints with taps interspersed. True = current/Pump Pro behavior. False = classic Pump It Up behavior. Hopefully this can be cleaned up later.
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@@ -134,6 +134,7 @@ ThemeMetric<bool> CHECKPOINTS_USE_TIME_SIGNATURES ( "Player", "CheckpointsUseTim
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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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float Player::GetWindowSeconds( TimingWindow tw )
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@@ -2622,7 +2623,8 @@ void Player::CrossedRows( int iLastRowCrossed, const RageTimer &now )
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}
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}
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if( !viColsWithHold.empty() )
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// TODO: Find a better way of handling hold checkpoints with other taps.
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if( !viColsWithHold.empty() && ( CHECKPOINTS_TAPS_SEPARATE_JUDGMENT || m_NoteData.GetNumTapNotesInRow( iLastRowCrossed ) == 0 ) )
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{
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HandleHoldCheckpoint( r, iNumHoldsHeldThisRow, iNumHoldsMissedThisRow, viColsWithHold );
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}
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@@ -2800,7 +2802,7 @@ void Player::HandleHoldCheckpoint( int iRow, int iNumHoldsHeldThisRow, int iNumH
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m_pNoteField->DidHoldNote( *i, HNS_Held, bBright );
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}
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}
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SendComboMessages( iOldCombo, iOldMissCombo );
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if( m_pPlayerStageStats )
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