only do a separate search for keys if the initial search didn't find anything;

if we're testing a tap to grade it, always use that tap's key, too
This commit is contained in:
Glenn Maynard
2005-02-07 05:58:23 +00:00
parent 69284c6692
commit f390d4da75
+2 -1
View File
@@ -911,7 +911,8 @@ void Player::Step( int col, const RageTimer &tm )
/* Search for keyed sounds separately. If we can't find a nearby note, search
* backwards indefinitely, and ignore grading. */
iIndexOverlappingNote = GetClosestNote( col, BeatToNoteRow(fSongBeat),
if( iIndexOverlappingNote == -1 )
iIndexOverlappingNote = GetClosestNote( col, BeatToNoteRow(fSongBeat),
iStepSearchRows,
MAX_NOTE_ROW,
true );