hopefully fix music rate judgement problems
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@@ -633,10 +633,10 @@ void PlayerMinus::Step( int col, RageTimer tm )
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/* GAMESTATE->m_fMusicSeconds is the music time as of GAMESTATE->m_LastBeatUpdate. Figure
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* out what the music time is as of now. */
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const float fCurrentMusicSeconds = GAMESTATE->m_fMusicSeconds + (GAMESTATE->m_LastBeatUpdate.Ago()/GAMESTATE->m_SongOptions.m_fMusicRate);
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const float fCurrentMusicSeconds = GAMESTATE->m_fMusicSeconds + (GAMESTATE->m_LastBeatUpdate.Ago()*GAMESTATE->m_SongOptions.m_fMusicRate);
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/* ... which means it happened at this point in the music: */
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const float fMusicSeconds = fCurrentMusicSeconds - fTimeSinceStep / GAMESTATE->m_SongOptions.m_fMusicRate;
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const float fMusicSeconds = fCurrentMusicSeconds - fTimeSinceStep * GAMESTATE->m_SongOptions.m_fMusicRate;
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// The offset from the actual step in seconds:
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const float fNoteOffset = (fStepSeconds - fMusicSeconds) / GAMESTATE->m_SongOptions.m_fMusicRate; // account for music rate
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