fix range check (do it after quantizing)
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@@ -1665,11 +1665,6 @@ void ScreenEdit::InputRecord( const DeviceInput& DeviceI, const InputEventType t
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{
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{
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case IET_FIRST_PRESS:
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case IET_FIRST_PRESS:
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{
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{
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// Don't add outside of the range.
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if( GAMESTATE->m_fSongBeat < NoteRowToBeat(m_iStartPlayingAt) ||
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GAMESTATE->m_fSongBeat > NoteRowToBeat(m_iStopPlayingAt) )
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return;
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// Add a tap
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// Add a tap
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float fBeat = GAMESTATE->m_fSongBeat;
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float fBeat = GAMESTATE->m_fSongBeat;
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fBeat = Quantize( fBeat, NoteTypeToBeat(m_SnapDisplay.GetNoteType()) );
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fBeat = Quantize( fBeat, NoteTypeToBeat(m_SnapDisplay.GetNoteType()) );
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@@ -1678,6 +1673,10 @@ void ScreenEdit::InputRecord( const DeviceInput& DeviceI, const InputEventType t
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if( iRow < 0 )
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if( iRow < 0 )
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break;
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break;
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// Don't add outside of the range.
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if( iRow < m_iStartPlayingAt || iRow >= m_iStopPlayingAt )
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return;
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// Remove hold if any so that we don't have taps inside of a hold.
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// Remove hold if any so that we don't have taps inside of a hold.
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int iHeadRow;
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int iHeadRow;
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if( m_NoteDataRecord.IsHoldNoteAtBeat( iCol, iRow, &iHeadRow ) )
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if( m_NoteDataRecord.IsHoldNoteAtBeat( iCol, iRow, &iHeadRow ) )
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