static
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@@ -121,7 +121,7 @@ public:
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void ApplyWaitingTransforms();
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void ApplyWaitingTransforms();
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void SetPaused( bool bPaused ) { m_bPaused = bPaused; }
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void SetPaused( bool bPaused ) { m_bPaused = bPaused; }
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float GetMaxStepDistanceSeconds();
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static float GetMaxStepDistanceSeconds();
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const NoteData &GetNoteData() const { return m_NoteData; }
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const NoteData &GetNoteData() const { return m_NoteData; }
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bool HasNoteField() const { return m_pNoteField != NULL; }
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bool HasNoteField() const { return m_pNoteField != NULL; }
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@@ -1680,8 +1680,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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float fSecondsToStop = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat( GAMESTATE->m_pCurSong->m_fLastBeat );
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float fSecondsToStop = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat( GAMESTATE->m_pCurSong->m_fLastBeat );
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/* Make sure we keep going long enough to register a miss for the last note. */
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/* Make sure we keep going long enough to register a miss for the last note. */
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Player &player = *m_vPlayerInfo[0].m_pPlayer;
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fSecondsToStop += Player::GetMaxStepDistanceSeconds();
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fSecondsToStop += player.GetMaxStepDistanceSeconds();
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if( GAMESTATE->m_fMusicSeconds > fSecondsToStop && !m_SongFinished.IsTransitioning() && !m_NextSong.IsTransitioning() )
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if( GAMESTATE->m_fMusicSeconds > fSecondsToStop && !m_SongFinished.IsTransitioning() && !m_NextSong.IsTransitioning() )
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m_SongFinished.StartTransitioning( SM_NotesEnded );
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m_SongFinished.StartTransitioning( SM_NotesEnded );
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