Reverse condition. If we don't tell it what row to use, it needs to compute the offset using the time stamp.
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@@ -1062,7 +1062,7 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld )
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// compute the score for this hit
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// compute the score for this hit
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float fNoteOffset = 0.0f;
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float fNoteOffset = 0.0f;
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if( row != -1 )
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if( row == -1 )
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{
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{
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const float fStepBeat = NoteRowToBeat( iIndexOverlappingNote );
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const float fStepBeat = NoteRowToBeat( iIndexOverlappingNote );
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const float fStepSeconds = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat(fStepBeat);
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const float fStepSeconds = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat(fStepBeat);
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@@ -1100,7 +1100,11 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld )
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case TapNote::mine:
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case TapNote::mine:
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// stepped too close to mine?
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// stepped too close to mine?
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if( fSecondsFromExact <= ADJUSTED_WINDOW_SECONDS(TW_Mine) )
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if( fSecondsFromExact <= ADJUSTED_WINDOW_SECONDS(TW_Mine) )
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{
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// XXX: Debugging.
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LOG->Trace( "XXX: hit the mine by %s it.", (row == -1 ? "stepping on" : "holding") );
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score = TNS_HitMine;
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score = TNS_HitMine;
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}
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break;
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break;
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case TapNote::attack:
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case TapNote::attack:
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