fix adjusting by LIGHTS_FALLOFF_SECONDS in the wrong direction
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@@ -1438,7 +1438,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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ZERO( bBlinkGameButton );
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bool bCrossedABeat = false;
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{
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float fPositionSeconds = GAMESTATE->m_fMusicSeconds - LIGHTS_FALLOFF_SECONDS/2; // trigger the light a tiny bit early
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float fPositionSeconds = GAMESTATE->m_fMusicSeconds + LIGHTS_FALLOFF_SECONDS/2; // trigger the light a tiny bit early
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float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
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int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
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@@ -1450,8 +1450,6 @@ void ScreenGameplay::Update( float fDeltaTime )
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bCrossedABeat = fBeatLast != fBeatNow;
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// const int iSongRow = BeatToNoteRow( fSongBeat );
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for( int r=iRowLastCrossed+1; r<=iRowNow; r++ ) // for each index we crossed since the last update
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{
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FOREACH_CabinetLight( cl )
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@@ -1460,7 +1458,6 @@ void ScreenGameplay::Update( float fDeltaTime )
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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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bBlinkCabinetLight[cl] |= bBlink;
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//bBlinkCabinetLight[cl] = m_CabinetLightsNoteData.IsThereATapAtRow(iRowNow); //(m_CabinetLightsNoteData.GetTapNote(cl,r) != TAP_EMPTY);
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}
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FOREACH_EnabledPlayer( pn )
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{
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@@ -1482,7 +1479,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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{
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// check for active HoldNotes
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float fPositionSeconds = GAMESTATE->m_fMusicSeconds - LIGHTS_FALLOFF_SECONDS/2; // trigger the light a tiny bit early
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float fPositionSeconds = GAMESTATE->m_fMusicSeconds + LIGHTS_FALLOFF_SECONDS/2; // trigger the light a tiny bit early
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float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
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const int iSongRow = BeatToNoteRow( fSongBeat );
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