Use better code.
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+8
-4
@@ -2965,10 +2965,12 @@ void Player::CrossedRows( int iLastRowCrossed, const RageTimer &now )
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if( iCheckpointFrequencyRows > 0 )
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{
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// "the first row after the start of the range that lands on a beat"
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int iFirstCheckpointInRange = ((m_iFirstUncrossedRow+iCheckpointFrequencyRows-1)/iCheckpointFrequencyRows) * iCheckpointFrequencyRows;
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int iFirstCheckpointInRange = QuantizeDown(m_iFirstUncrossedRow+iCheckpointFrequencyRows-1,
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iCheckpointFrequencyRows);
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// "the last row or first row earlier that lands on a beat"
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int iLastCheckpointInRange = ((iLastRowCrossed)/iCheckpointFrequencyRows) * iCheckpointFrequencyRows;
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int iLastCheckpointInRange = QuantizeDown(iLastRowCrossed,
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iCheckpointFrequencyRows);
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for( int r = iFirstCheckpointInRange; r <= iLastCheckpointInRange; r += iCheckpointFrequencyRows )
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{
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@@ -2990,10 +2992,12 @@ void Player::CrossedRows( int iLastRowCrossed, const RageTimer &now )
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int iTrack = nIter.Track();
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// "the first row after the hold head that lands on a beat"
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int iFirstCheckpointOfHold = ((iStartRow+iCheckpointFrequencyRows)/iCheckpointFrequencyRows) * iCheckpointFrequencyRows;
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int iFirstCheckpointOfHold = QuantizeDown(iStartRow+iCheckpointFrequencyRows,
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iCheckpointFrequencyRows);
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// "the end row or the first earlier row that lands on a beat"
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int iLastCheckpointOfHold = ((iEndRow)/iCheckpointFrequencyRows) * iCheckpointFrequencyRows;
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int iLastCheckpointOfHold = QuantizeDown(iEndRow,
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iCheckpointFrequencyRows);
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// count the end of the hold as a checkpoint
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bool bHoldOverlapsRow = iFirstCheckpointOfHold <= r && r <= iLastCheckpointOfHold;
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