Avoid checking for bHoldNoteBeginsOnThisBeat if the note skin doesn't
really need it.
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@@ -632,14 +632,22 @@ void NoteField::DrawPrimitives()
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if( fYOffset < iFirstPixelToDraw ) // off screen
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continue; // skip
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// See if there is a hold step that begins on this index.
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ASSERT_M( NoteRowToBeat(i) > -2000, ssprintf("%i %i %i, %f %f", i, iLastIndexToDraw, iFirstIndexToDraw, GAMESTATE->m_fSongBeat, GAMESTATE->m_fMusicSeconds) );
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SearchForBeat( CurDisplay, NextDisplay, NoteRowToBeat(i) );
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NoteDisplayCols *nd = CurDisplay->second;
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// See if there is a hold step that begins on this index. Only do this
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// if the note skin cares.
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bool bHoldNoteBeginsOnThisBeat = false;
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for( int c2=0; c2<m_pNoteData->GetNumTracks(); c2++ )
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if( nd->display[c].DrawHoldHeadForTapsOnSameRow() )
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{
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if( m_pNoteData->GetTapNote(c2, i).type == TapNote::hold_head)
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for( int c2=0; c2<m_pNoteData->GetNumTracks(); c2++ )
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{
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bHoldNoteBeginsOnThisBeat = true;
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break;
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if( m_pNoteData->GetTapNote(c2, i).type == TapNote::hold_head)
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{
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bHoldNoteBeginsOnThisBeat = true;
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break;
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}
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}
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}
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@@ -654,9 +662,6 @@ void NoteField::DrawPrimitives()
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bool bIsMine = (tn.type == TapNote::mine);
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bool bIsAttack = (tn.type == TapNote::attack);
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ASSERT_M( NoteRowToBeat(i) > -2000, ssprintf("%i %i %i, %f %f", i, iLastIndexToDraw, iFirstIndexToDraw, GAMESTATE->m_fSongBeat, GAMESTATE->m_fMusicSeconds) );
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SearchForBeat( CurDisplay, NextDisplay, NoteRowToBeat(i) );
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NoteDisplayCols *nd = CurDisplay->second;
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if( bIsAttack )
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{
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Sprite sprite;
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