add assert
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@@ -305,15 +305,17 @@ void PlayerMinus::Update( float fDeltaTime )
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//
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//
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// update pressed flag
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// update pressed flag
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//
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//
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int iNumCols = GAMESTATE->GetCurrentStyleDef()->m_iColsPerPlayer;
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const int iNumCols = GAMESTATE->GetCurrentStyleDef()->m_iColsPerPlayer;
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for( int bar=0; bar < iNumCols; bar++ )
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ASSERT_M( iNumCols < MAX_COLS_PER_PLAYER, ssprintf("%i >= %i", iNumCols, MAX_COLS_PER_PLAYER) );
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for( int col=0; col < iNumCols; ++col )
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{
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{
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const StyleInput StyleI( m_PlayerNumber, bar );
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CHECKPOINT_M( ssprintf("%i %i", col, iNumCols) );
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const StyleInput StyleI( m_PlayerNumber, col );
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const GameInput GameI = GAMESTATE->GetCurrentStyleDef()->StyleInputToGameInput( StyleI );
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const GameInput GameI = GAMESTATE->GetCurrentStyleDef()->StyleInputToGameInput( StyleI );
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bool bIsHoldingButton = INPUTMAPPER->IsButtonDown( GameI );
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bool bIsHoldingButton = INPUTMAPPER->IsButtonDown( GameI );
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// TODO: Make this work for non-human-controlled players
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// TODO: Make this work for non-human-controlled players
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if( bIsHoldingButton && !GAMESTATE->m_bDemonstrationOrJukebox && GAMESTATE->m_PlayerController[m_PlayerNumber]==PC_HUMAN )
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if( bIsHoldingButton && !GAMESTATE->m_bDemonstrationOrJukebox && GAMESTATE->m_PlayerController[m_PlayerNumber]==PC_HUMAN )
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m_pNoteField->SetPressed(bar);
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m_pNoteField->SetPressed( col );
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}
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}
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CHECKPOINT;
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CHECKPOINT;
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