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
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@@ -911,7 +911,8 @@ void Player::Step( int col, const RageTimer &tm )
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/* Search for keyed sounds separately. If we can't find a nearby note, search
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* backwards indefinitely, and ignore grading. */
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iIndexOverlappingNote = GetClosestNote( col, BeatToNoteRow(fSongBeat),
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if( iIndexOverlappingNote == -1 )
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iIndexOverlappingNote = GetClosestNote( col, BeatToNoteRow(fSongBeat),
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iStepSearchRows,
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MAX_NOTE_ROW,
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true );
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