no need to check more frequently than one noterow. Step() now only gets called once per step.
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@@ -30,7 +30,7 @@ BeginnerHelper::BeginnerHelper()
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LOG->Trace("BeginnerHelper::BeginnerHelper()");
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m_bFlashEnabled = false;
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m_bInitialized = false;
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m_fLastBeatChecked = 0;
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m_iLastRowChecked = 0;
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this->AddChild(&m_sBackground);
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}
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@@ -246,8 +246,8 @@ void BeginnerHelper::Update( float fDeltaTime )
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if(!m_bInitialized)
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return;
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// the beat we want to check on this update
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float fCurBeat = GAMESTATE->m_fSongBeat + 0.4f;
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// the row we want to check on this update
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int iCurRow = BeatToNoteRowNotRounded(GAMESTATE->m_fSongBeat + 0.4f);
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for(int pn = 0; pn < NUM_PLAYERS; pn++ )
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{
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@@ -256,13 +256,13 @@ void BeginnerHelper::Update( float fDeltaTime )
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if( (m_NoteData[pn].IsThereATapAtRow( BeatToNoteRowNotRounded((GAMESTATE->m_fSongBeat+0.01f)) ) ) )
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FlashOnce();
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for(float fBeat=m_fLastBeatChecked; fBeat<fCurBeat; fBeat+=0.01f)
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for(int iRow=m_iLastRowChecked; iRow<iCurRow; iRow++)
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{
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if((m_NoteData[pn].IsThereATapAtRow( BeatToNoteRowNotRounded(fBeat))))
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if((m_NoteData[pn].IsThereATapAtRow( iRow )))
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{
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int iStep = 0;
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for( int k=0; k<m_NoteData[pn].GetNumTracks(); k++ )
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if( m_NoteData[pn].GetTapNote(k, BeatToNoteRowNotRounded(fBeat) ) == TAP_TAP )
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if( m_NoteData[pn].GetTapNote(k, iRow ) == TAP_TAP )
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{
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switch(k)
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{
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@@ -276,7 +276,7 @@ void BeginnerHelper::Update( float fDeltaTime )
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}
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}
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}
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m_fLastBeatChecked = fCurBeat;
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m_iLastRowChecked = iCurRow;
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ActorFrame::Update( fDeltaTime );
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m_mDancePad.Update( fDeltaTime );
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@@ -49,7 +49,7 @@ protected:
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Sprite m_sBackground;
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Sprite m_sStepCircle[NUM_PLAYERS*2]; // Need two for each player during jumps
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float m_fLastBeatChecked;
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int m_iLastRowChecked;
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bool m_bInitialized;
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bool m_bFlashEnabled;
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};
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