Don't clap skipped judged rows.
...yeah, we may need a function here.
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@@ -47,7 +47,7 @@ void GameplayAssist::PlayTicks( const NoteData &nd, const PlayerState *ps )
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if( nd.IsThereATapOrHoldHeadAtRow( r ) )
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if( nd.IsThereATapOrHoldHeadAtRow( r ) )
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iClapRow = r;
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iClapRow = r;
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if( iClapRow != -1 )
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if( iClapRow != -1 && !timing.IsWarpAtRow( iClapRow ) && !timing.IsFakeAtRow( iClapRow ) )
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{
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{
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const float fTickBeat = NoteRowToBeat( iClapRow );
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const float fTickBeat = NoteRowToBeat( iClapRow );
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const float fTickSecond = timing.GetElapsedTimeFromBeatNoOffset( fTickBeat );
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const float fTickSecond = timing.GetElapsedTimeFromBeatNoOffset( fTickBeat );
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