add MaxInputLatencySeconds
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@@ -120,6 +120,7 @@ static Preference<float> m_fTimingWindowScale ( "TimingWindowScale", 1.0f );
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static Preference<float> m_fTimingWindowAdd ( "TimingWindowAdd", 0 );
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static Preference1D<float> m_fTimingWindowSeconds( TimingWindowSecondsInit, NUM_TimingWindow );
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static Preference<float> m_fTimingWindowJump ( "TimingWindowJump", 0.25 );
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static Preference<float> m_fMaxInputLatencySeconds ( "MaxInputLatencySeconds", 0.0 );
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Preference<float> g_fTimingWindowHopo ( "TimingWindowHopo", 0.25 ); // max time between notes in a hopo chain
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Preference<float> g_fTimingWindowStrum ( "TimingWindowStrum", 0.1f ); // max time between strum and when the frets must match
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ThemeMetric<float> INITIAL_HOLD_LIFE ( "Player", "InitialHoldLife" );
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@@ -2718,7 +2719,8 @@ float Player::GetMaxStepDistanceSeconds()
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fMax = max( fMax, GetWindowSeconds(TW_W3) );
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fMax = max( fMax, GetWindowSeconds(TW_W2) );
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fMax = max( fMax, GetWindowSeconds(TW_W1) );
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return GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate * fMax;
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float f = GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate * fMax;
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return f + m_fMaxInputLatencySeconds;
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}
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void Player::FadeToFail()
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