separate search for key to play
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@@ -894,11 +894,6 @@ void PlayerMinus::Step( int col, RageTimer tm )
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if( score != TNS_NONE )
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m_NoteData.SetTapNoteOffset(col, iIndexOverlappingNote, -fNoteOffset);
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if( tn.bKeysound )
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{
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m_vKeysounds[tn.iKeysoundIndex].Play();
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}
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if( GAMESTATE->m_PlayerController[m_PlayerNumber] == PC_HUMAN &&
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score >= TNS_GREAT )
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HandleAutosync(fNoteOffset);
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@@ -942,6 +937,19 @@ void PlayerMinus::Step( int col, RageTimer tm )
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{
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m_pNoteField->Step( col, TNS_NONE );
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}
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/* Search for keyed sounds separately. If we can't find a nearby note, search
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* backwards indefinitely, and ignore grading. */
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iIndexOverlappingNote = GetClosestNote( col, fSongBeat,
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999999.f,
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StepSearchDistance * GAMESTATE->m_fCurBPS * GAMESTATE->m_SongOptions.m_fMusicRate,
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true );
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if( iIndexOverlappingNote != -1 )
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{
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TapNote tn = m_NoteData.GetTapNote( col, iIndexOverlappingNote );
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if( tn.bKeysound )
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m_vKeysounds[tn.iKeysoundIndex].Play();
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}
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}
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void PlayerMinus::HandleAutosync(float fNoteOffset)
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