Merge HandleStep() with Step(). This has one functional change, when using auto play and the AI avoids a mine or misses a note, the message to send on a step isn't sent which makes more sense because a step is being judged as not having happened.
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@@ -930,16 +930,7 @@ void Player::Step( int col, const RageTimer &tm, bool bHeld )
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m_pPlayerStageStats->bFailed;
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if( bOniDead )
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return; // do nothing
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HandleStep( col, tm, bHeld );
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MESSAGEMAN->Broadcast( m_sMessageToSendOnStep );
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}
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void Player::HandleStep( int col, const RageTimer &tm, bool bHeld )
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{
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//LOG->Trace( "Player::HandlePlayerStep()" );
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DEBUG_ASSERT_M( col >= 0 && col <= m_NoteData.GetNumTracks(), ssprintf("%i, %i", col, m_NoteData.GetNumTracks()) );
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@@ -1265,6 +1256,8 @@ void Player::HandleStep( int col, const RageTimer &tm, bool bHeld )
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m_vKeysounds[tn.iKeysoundIndex].Play();
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}
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}
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MESSAGEMAN->Broadcast( m_sMessageToSendOnStep );
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}
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static bool Unjudged( const TapNote &tn )
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@@ -124,7 +124,6 @@ public:
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bool HasNoteField() const { return m_pNoteField != NULL; }
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protected:
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void HandleStep( int col, const RageTimer &tm, bool bHeld );
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void UpdateTapNotesMissedOlderThan( float fMissIfOlderThanThisBeat );
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void UpdateJudgedRows();
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void FlashGhostRow( int iRow, PlayerNumber pn );
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