Fix mines not being triggered when being held down (for the most part). It's still possible for mines to not be triggered if the input released after the mine has passed but before the next Update() frame. This is much tricker to deal with since we can't ask if the button was held down at some time in the past It is also much harder to detect than having held down the button for an entire measure and watched mines just not be hit.
This should also fix autoplay misses by telling Step() exactly which row was pressed. There are also comments in there about possible bugs in the grading/key sounds but I didn't want to change those without getting input from other devs since it does change the way we grade "jack hammers."
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@@ -2168,7 +2168,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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input.StyleI.IsValid() &&
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GAMESTATE->IsMultiPlayerEnabled(input.mp) )
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{
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m_vPlayerInfo[input.mp].m_pPlayer->Step( input.StyleI.col, input.DeviceI.ts );
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m_vPlayerInfo[input.mp].m_pPlayer->Step( input.StyleI.col, -1, input.DeviceI.ts );
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}
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}
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else
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@@ -2185,7 +2185,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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if( PREFSMAN->m_AutoPlay == PC_HUMAN )
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{
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PlayerInfo& pi = GetPlayerInfoForInput( input );
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pi.m_pPlayer->Step( input.StyleI.col, input.DeviceI.ts );
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pi.m_pPlayer->Step( input.StyleI.col, -1, input.DeviceI.ts );
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}
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}
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}
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