Replace #BEAT tags with #SECOND tags.
Split Timing has made this necessary. Yes, this means another recache.
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@@ -166,7 +166,8 @@ void DancingCharacters::LoadNextSong()
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m_fThisCameraEndBeat = 0;
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ASSERT( GAMESTATE->m_pCurSong );
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m_fThisCameraEndBeat = GAMESTATE->m_pCurSong->m_fFirstBeat;
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Song &s = *GAMESTATE->m_pCurSong;
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m_fThisCameraEndBeat = s.m_SongTiming.GetBeatFromElapsedTime(s.firstSecond);
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FOREACH_PlayerNumber( p )
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if( GAMESTATE->IsPlayerEnabled(p) )
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@@ -212,9 +213,10 @@ void DancingCharacters::Update( float fDelta )
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bWasGameplayStarting = bGameplayStarting;
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static float fLastBeat = GAMESTATE->m_Position.m_fSongBeat;
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Song &s = *GAMESTATE->m_pCurSong;
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float firstBeat = s.m_SongTiming.GetBeatFromElapsedTime(s.firstSecond);
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float fThisBeat = GAMESTATE->m_Position.m_fSongBeat;
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if( fLastBeat < GAMESTATE->m_pCurSong->m_fFirstBeat &&
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fThisBeat >= GAMESTATE->m_pCurSong->m_fFirstBeat )
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if( fLastBeat < firstBeat && fThisBeat >= firstBeat )
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{
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FOREACH_PlayerNumber( p )
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m_pCharacter[p]->PlayAnimation( "dance" );
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