make TapNote a struct. Over time, more properties will move from the enums and into bit flags.
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@@ -1510,7 +1510,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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{
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// Somehow, step data was getting majorly corrupted, therefor causing light
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// signals to be sent at incorrect times where notes were not even present.
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bool bBlink = (m_CabinetLightsNoteData.GetTapNote( cl, r ) != TAP_EMPTY);
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bool bBlink = (m_CabinetLightsNoteData.GetTapNote( cl, r ).type != TapNote::empty );
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bBlinkCabinetLight[cl] |= bBlink;
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}
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FOREACH_EnabledPlayer( pn )
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@@ -1518,7 +1518,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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for( int t=0; t<m_Player[pn].GetNumTracks(); t++ )
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{
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TapNote tn = m_Player[pn].GetTapNote(t,r);
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bool bBlink = (tn != TAP_EMPTY && tn != TAP_MINE);
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bool bBlink = (tn.type != TapNote::empty && tn.type != TapNote::mine);
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if( bBlink )
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{
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StyleInput si( pn, t );
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