[warps] Fix IsWarpAtRow.
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+1
-2
@@ -2587,8 +2587,7 @@ void Player::UpdateJudgedRows()
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int iRow = iter.Row();
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int iRow = iter.Row();
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// if row is within a warp section, ignore it. -aj
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// if row is within a warp section, ignore it. -aj
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if( iRow >= GAMESTATE->m_iWarpBeginRow &&
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if( GAMESTATE->m_pCurSong->m_Timing.IsWarpAtRow(iRow) )
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iRow < BeatToNoteRow(GAMESTATE->m_fWarpDestination) )
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continue;
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continue;
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if( iLastSeenRow != iRow )
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if( iLastSeenRow != iRow )
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+6
-8
@@ -343,14 +343,12 @@ int TimingData::GetWarpSegmentIndexAtRow( int iNoteRow ) const
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bool TimingData::IsWarpAtRow( int iNoteRow ) const
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bool TimingData::IsWarpAtRow( int iNoteRow ) const
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{
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{
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unsigned i;
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if( m_WarpSegments.empty() )
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for( i=0; i<m_WarpSegments.size(); i++ )
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return false;
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{
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const WarpSegment& s = m_WarpSegments[i];
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int i = GetWarpSegmentIndexAtRow( iNoteRow );
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if( s.m_iStartRow >= iNoteRow )
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const WarpSegment& s = m_WarpSegments[i];
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return iNoteRow < BeatToNoteRow(m_WarpSegments[i].m_fEndBeat);
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return s.m_iStartRow <= iNoteRow && iNoteRow < BeatToNoteRow(s.m_fEndBeat);
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}
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return false;
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}
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}
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int TimingData::GetTimeSignatureSegmentIndexAtRow( int iRow ) const
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int TimingData::GetTimeSignatureSegmentIndexAtRow( int iRow ) const
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