broadcast NoteWillCross
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@@ -2041,9 +2041,9 @@ void ScreenGameplay::SendCrossedMessages()
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static int iRowLastCrossedAll[NUM_MESSAGES_TO_SEND] = { 0, 0, 0, 0 };
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for( int i=0; i<NUM_MESSAGES_TO_SEND; i++ )
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{
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float fOffsetFromCurrentSeconds = MESSAGE_SPACING_SECONDS * i;
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float fNoteWillCrossInSeconds = MESSAGE_SPACING_SECONDS * i;
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float fPositionSeconds = GAMESTATE->m_fMusicSeconds + fOffsetFromCurrentSeconds;
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float fPositionSeconds = GAMESTATE->m_fMusicSeconds + fNoteWillCrossInSeconds;
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float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
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int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
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@@ -2060,14 +2060,13 @@ void ScreenGameplay::SendCrossedMessages()
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iNumTracksWithTapOrHoldHead++;
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// Send col-specific crossed
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if( i == 0 )
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{
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const Style *pStyle = GAMESTATE->GetCurrentStyle();
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RString sButton = pStyle->ColToButtonName( t );
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RString sMessageName = "NoteCrossed" + sButton;
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MESSAGEMAN->Broadcast( sMessageName );
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}
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// send crossed message
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const Style *pStyle = GAMESTATE->GetCurrentStyle();
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RString sButton = pStyle->ColToButtonName( t );
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Message msg( i == 0 ? "NoteCrossed" : "NoteWillCross" );
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msg.SetParam( "ButtonName", sButton );
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msg.SetParam( "NumMessagesFromCrossed", i );
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MESSAGEMAN->Broadcast( msg );
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}
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if( iNumTracksWithTapOrHoldHead > 0 )
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