Pass timing data to TransformNoteData so that fake notes inside warps can be removed properly.
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+5
-5
@@ -670,13 +670,13 @@ void Player::Load()
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// if( m_pScore )
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// m_pScore->Init( pn );
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m_Timing = GAMESTATE->m_pCurSteps[pn]->GetTimingData();
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/* Apply transforms. */
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NoteDataUtil::TransformNoteData( m_NoteData, m_pPlayerState->m_PlayerOptions.GetStage(), GAMESTATE->GetCurrentStyle(GetPlayerState()->m_PlayerNumber)->m_StepsType );
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NoteDataUtil::TransformNoteData(m_NoteData, *m_Timing, m_pPlayerState->m_PlayerOptions.GetStage(), GAMESTATE->GetCurrentStyle(GetPlayerState()->m_PlayerNumber)->m_StepsType);
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const Song* pSong = GAMESTATE->m_pCurSong;
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m_Timing = GAMESTATE->m_pCurSteps[pn]->GetTimingData();
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// Generate some cache data structure.
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GenerateCacheDataStructure(m_pPlayerState, m_NoteData);
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@@ -691,7 +691,7 @@ void Player::Load()
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// workaround, but since only DDR has ever really implemented those
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// modes, it's stayed like this. -aj
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StepsType st = GAMESTATE->GetCurrentStyle(GetPlayerState()->m_PlayerNumber)->m_StepsType;
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NoteDataUtil::TransformNoteData( m_NoteData, m_pPlayerState->m_PlayerOptions.GetStage(), st );
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NoteDataUtil::TransformNoteData(m_NoteData, *m_Timing, m_pPlayerState->m_PlayerOptions.GetStage(), st);
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if (BATTLE_RAVE_MIRROR)
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{
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@@ -1504,7 +1504,7 @@ void Player::ApplyWaitingTransforms()
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// if re-adding noteskin changes, this is one place to edit -aj
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NoteDataUtil::TransformNoteData( m_NoteData, po, GAMESTATE->GetCurrentStyle(GetPlayerState()->m_PlayerNumber)->m_StepsType, BeatToNoteRow(fStartBeat), BeatToNoteRow(fEndBeat) );
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NoteDataUtil::TransformNoteData(m_NoteData, *m_Timing, po, GAMESTATE->GetCurrentStyle(GetPlayerState()->m_PlayerNumber)->m_StepsType, BeatToNoteRow(fStartBeat), BeatToNoteRow(fEndBeat));
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}
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m_pPlayerState->m_ModsToApply.clear();
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}
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