Comment. I don't have time to fix this tonight.
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@@ -1231,14 +1231,13 @@ void Player::HandleStep( int col, const RageTimer &tm, bool bHeld )
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if( score != TNS_None )
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if( score != TNS_None )
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tn.result.fTapNoteOffset = -fNoteOffset;
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tn.result.fTapNoteOffset = -fNoteOffset;
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//LOG->Trace("XXX: %i col %i, at %f, music at %f, step was at %f, off by %f",
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// score, col, fStepSeconds, fCurrentMusicSeconds, fMusicSeconds, fNoteOffset );
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// LOG->Trace("Note offset: %f (fSecondsFromExact = %f), Score: %i", fNoteOffset, fSecondsFromExact, score);
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m_NoteData.SetTapNote( col, iIndexOverlappingNote, tn );
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m_NoteData.SetTapNote( col, iIndexOverlappingNote, tn );
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PlayerNumber pn = tn.pn == PLAYER_INVALID ? m_pPlayerState->m_PlayerNumber : tn.pn;
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PlayerNumber pn = tn.pn == PLAYER_INVALID ? m_pPlayerState->m_PlayerNumber : tn.pn;
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m_LastTapNoteScore = score;
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m_LastTapNoteScore = score;
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/* XXX This doesn't quite work correctly for notes that are judged separately.
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* This waits until they've all been judged before flashing. If any are missed,
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* none get flashed. */
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if( NoteDataWithScoring::IsRowCompletelyJudged(m_NoteData, iIndexOverlappingNote, pn) )
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if( NoteDataWithScoring::IsRowCompletelyJudged(m_NoteData, iIndexOverlappingNote, pn) )
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FlashGhostRow( iIndexOverlappingNote, pn );
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FlashGhostRow( iIndexOverlappingNote, pn );
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}
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}
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