Lots of code expects NoteData::CopyRange to be [x,y]; this fixes editor
and gameplay bugs. I'd suggest that transforms should also take [x,y], not [x,y), for consistency.
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@@ -86,7 +86,7 @@ void NoteData::CopyRange( NoteData* pFrom, int iFromIndexBegin, int iFromIndexEn
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// copy recorded TapNotes
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// copy recorded TapNotes
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int f = iFromIndexBegin, t = iToIndexBegin;
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int f = iFromIndexBegin, t = iToIndexBegin;
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while( f<iFromIndexEnd )
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while( f<=iFromIndexEnd )
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{
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{
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for( int c=0; c<m_iNumTracks; c++ )
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for( int c=0; c<m_iNumTracks; c++ )
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SetTapNote(c, t, pFrom->GetTapNote(c, f));
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SetTapNote(c, t, pFrom->GetTapNote(c, f));
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@@ -363,7 +363,7 @@ void Player::Update( float fDeltaTime )
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ASSERT(0);
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ASSERT(0);
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}
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}
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m_NoteField.CopyRange( this, BeatToNoteRow(fStartBeat), BeatToNoteRow(fEndBeat), BeatToNoteRow(fStartBeat) );
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m_NoteField.CopyRange( this, BeatToNoteRow(fStartBeat), BeatToNoteRow(fEndBeat), BeatToNoteRow(fStartBeat)-1 );
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}
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}
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GAMESTATE->m_TransformsToApply[m_PlayerNumber].clear();
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GAMESTATE->m_TransformsToApply[m_PlayerNumber].clear();
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