TapSteps -> TapNotes
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@@ -300,7 +300,7 @@ void PlayerMinus::Update( float fDeltaTime )
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//
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// Check for TapNote misses
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//
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UpdateTapStepsMissedOlderThan( GetMaxStepDistanceSeconds() );
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UpdateTapNotesMissedOlderThan( GetMaxStepDistanceSeconds() );
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//
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// update pressed flag
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@@ -847,7 +847,7 @@ void PlayerMinus::Step( int col, RageTimer tm )
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/* AI will generate misses here. Don't handle a miss like a regular note because
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* we want the judgment animation to appear delayed. Instead, return early if
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* AI generated a miss, and let UpdateMissedTapStepsOlderThan() detect and handle the
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* AI generated a miss, and let UpdateMissedTapNotesOlderThan() detect and handle the
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* misses. */
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if( score == TNS_MISS )
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return;
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@@ -1030,9 +1030,9 @@ void PlayerMinus::OnRowCompletelyJudged( int iIndexThatWasSteppedOn )
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}
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void PlayerMinus::UpdateTapStepsMissedOlderThan( float fMissIfOlderThanSeconds )
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void PlayerMinus::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanSeconds )
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{
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//LOG->Trace( "Steps::UpdateTapStepsMissedOlderThan(%f)", fMissIfOlderThanThisBeat );
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//LOG->Trace( "Steps::UpdateTapNotesMissedOlderThan(%f)", fMissIfOlderThanThisBeat );
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int iMissIfOlderThanThisIndex;
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{
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const float fEarliestTime = GAMESTATE->m_fMusicSeconds - fMissIfOlderThanSeconds;
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