simplify
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@@ -1045,7 +1045,7 @@ void ScreenGameplay::PlayTicks()
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const float fTickBeat = NoteRowToBeat( iTickRow );
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const float fTickBeat = NoteRowToBeat( iTickRow );
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const float fTickSecond = GAMESTATE->m_pCurSong->m_Timing.GetElapsedTimeFromBeat( fTickBeat );
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const float fTickSecond = GAMESTATE->m_pCurSong->m_Timing.GetElapsedTimeFromBeat( fTickBeat );
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float fSecondsUntil = fTickSecond - GAMESTATE->m_fMusicSeconds;
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float fSecondsUntil = fTickSecond - GAMESTATE->m_fMusicSeconds;
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fSecondsUntil /= m_soundMusic.GetPlaybackRate(); /* 2x music rate means the time until the tick is halved */
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fSecondsUntil /= GAMESTATE->m_SongOptions.m_fMusicRate; /* 2x music rate means the time until the tick is halved */
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RageTimer when = GAMESTATE->m_LastBeatUpdate + (fSecondsUntil - (float)TICK_EARLY_SECONDS);
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RageTimer when = GAMESTATE->m_LastBeatUpdate + (fSecondsUntil - (float)TICK_EARLY_SECONDS);
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m_soundAssistTick.SetStartTime( when );
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m_soundAssistTick.SetStartTime( when );
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@@ -1321,7 +1321,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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bool bAnyoneHasANote = false; // set this to true if any player has a note at one of the indices we crossed
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bool bAnyoneHasANote = false; // set this to true if any player has a note at one of the indices we crossed
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{
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{
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float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
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float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
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fPositionSeconds += (SOUND->GetPlayLatency()) * m_soundMusic.GetPlaybackRate();
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fPositionSeconds += (SOUND->GetPlayLatency()) * GAMESTATE->m_SongOptions.m_fMusicRate;
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float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
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float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
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int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
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int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
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