send message on beat crossed
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@@ -1053,6 +1053,12 @@ void Actor::SubscribeToMessage( const CString &sMessageName )
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m_vsSubscribedTo.push_back( sMessageName );
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}
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void Actor::SubscribeToMessage( Message message )
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{
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MESSAGEMAN->Subscribe( this, message );
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m_vsSubscribedTo.push_back( MessageToString(message) );
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}
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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@@ -349,7 +349,6 @@ public:
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virtual void RunCommands2( const LuaReference& cmds, Actor *pParent );
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void RunCommands( const apActorCommands& cmds ) { this->RunCommands( *cmds ); } // convenience
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void RunCommands2( const apActorCommands& cmds, Actor *pParent ) { this->RunCommands2( *cmds, pParent ); } // convenience
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void SubscribeToMessage( const CString &sMessageName ); // will automatically unsubscribe
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static float GetCommandsLengthSeconds( const LuaReference& cmds );
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static float GetCommandsLengthSeconds( const apActorCommands& cmds ) { return GetCommandsLengthSeconds( *cmds ); } // convenience
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@@ -357,6 +356,8 @@ public:
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//
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// Messages
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//
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void SubscribeToMessage( Message message ); // will automatically unsubscribe
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void SubscribeToMessage( const CString &sMessageName ); // will automatically unsubscribe
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virtual void HandleMessage( const CString& sMessage );
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+13
-7
@@ -5,17 +5,23 @@
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#include "GameState.h"
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#include "song.h"
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#include "Command.h"
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#include "PlayerState.h"
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Combo::Combo()
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{
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m_iLastSeenCombo = -1;
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m_pPlayerState = NULL;
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m_pPlayerStageStats = NULL;
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this->SubscribeToMessage( MESSAGE_BEAT_CROSSED );
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}
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void Combo::Load( PlayerNumber pn )
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void Combo::Load( PlayerState *pPlayerState, PlayerStageStats *pPlayerStageStats )
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{
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ASSERT( m_SubActors.empty() ); // don't load twice
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m_PlayerNumber = pn;
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m_pPlayerState = pPlayerState;
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m_pPlayerStageStats = pPlayerStageStats;
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SHOW_COMBO_AT .Load(m_sName,"ShowComboAt");
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LABEL_X .Load(m_sName,"LabelX");
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@@ -90,8 +96,8 @@ void Combo::SetCombo( int iCombo, int iMisses )
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m_textNumber.SetHidden( false );
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CString txt = ssprintf("%d", iNum);
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/* Don't do anything if it's not changing. */
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if(m_textNumber.GetText() == txt) return;
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// Do pulse even if the number isn't changing.
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m_textNumber.SetText( txt );
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float fNumberZoom = SCALE(iNum,0.f,(float)NUMBER_MAX_ZOOM_AT,(float)NUMBER_MIN_ZOOM,(float)NUMBER_MAX_ZOOM);
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@@ -114,17 +120,17 @@ void Combo::SetCombo( int iCombo, int iMisses )
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if( bPastMidpoint )
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{
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if( STATSMAN->m_CurStageStats.m_player[m_PlayerNumber].FullComboOfScore(TNS_MARVELOUS) )
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if( m_pPlayerStageStats->FullComboOfScore(TNS_MARVELOUS) )
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{
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sprLabel->RunCommands( FULL_COMBO_MARVELOUSES_COMMAND );
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m_textNumber.RunCommands( FULL_COMBO_MARVELOUSES_COMMAND );
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}
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else if( bPastMidpoint && STATSMAN->m_CurStageStats.m_player[m_PlayerNumber].FullComboOfScore(TNS_PERFECT) )
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else if( bPastMidpoint && m_pPlayerStageStats->FullComboOfScore(TNS_PERFECT) )
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{
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sprLabel->RunCommands( FULL_COMBO_PERFECTS_COMMAND );
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m_textNumber.RunCommands( FULL_COMBO_PERFECTS_COMMAND );
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}
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else if( bPastMidpoint && STATSMAN->m_CurStageStats.m_player[m_PlayerNumber].FullComboOfScore(TNS_GREAT) )
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else if( bPastMidpoint && m_pPlayerStageStats->FullComboOfScore(TNS_GREAT) )
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{
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sprLabel->RunCommands( FULL_COMBO_GREATS_COMMAND );
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m_textNumber.RunCommands( FULL_COMBO_GREATS_COMMAND );
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@@ -8,14 +8,15 @@
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#include "BitmapText.h"
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#include "PlayerNumber.h"
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#include "ThemeMetric.h"
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struct PlayerState;
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struct PlayerStageStats;
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class Combo : public ActorFrame
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{
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public:
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Combo();
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void Load( PlayerNumber pn );
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void Load( PlayerState *pPlayerState, PlayerStageStats *pPlayerStageStats );
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void SetCombo( int iCombo, int iMisses );
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@@ -38,7 +39,8 @@ protected:
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ThemeMetric<apActorCommands> FULL_COMBO_BROKEN_COMMAND;
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ThemeMetric<bool> SHOW_MISS_COMBO;
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PlayerNumber m_PlayerNumber;
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PlayerState *m_pPlayerState;
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PlayerStageStats *m_pPlayerStageStats;
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AutoActor m_sprMilestone;
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AutoActor m_sprComboLabel;
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@@ -27,6 +27,7 @@ static const CString MessageNames[NUM_MESSAGES] = {
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"NoteWillCrossIn1500Ms",
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"CardRemovedP1",
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"CardRemovedP2",
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"BeatCrossed",
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};
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XToString( Message, NUM_MESSAGES );
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@@ -34,6 +34,7 @@ enum Message
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MESSAGE_NOTE_WILL_CROSS_IN_1500MS,
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MESSAGE_CARD_REMOVED_P1,
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MESSAGE_CARD_REMOVED_P2,
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MESSAGE_BEAT_CROSSED,
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NUM_MESSAGES,
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MESSAGE_INVALID
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};
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@@ -165,7 +165,7 @@ void Player::Init(
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m_soundAttackEnding.SetParams( p );
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m_Combo.SetName( "Combo" );
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m_Combo.Load( pn );
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m_Combo.Load( m_pPlayerState, m_pPlayerStageStats );
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ActorUtil::OnCommand( m_Combo, sType );
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m_Judgment.SetName( "Judgment" );
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@@ -1706,47 +1706,66 @@ void ScreenGameplay::UpdateLights()
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void ScreenGameplay::SendCrossedMessages()
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{
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const int NUM_MESSAGES_TO_SEND = 4;
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const float MESSAGE_SPACING_SECONDS = 0.5f;
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PlayerNumber pn = PLAYER_INVALID;
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FOREACH_EnabledPlayer( p )
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{
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if( GAMESTATE->m_pCurSteps[p]->GetDifficulty() == DIFFICULTY_BEGINNER )
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{
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pn = p;
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break;
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}
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}
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if( pn == PLAYER_INVALID )
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return;
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static int iRowLastCrossed = 0;
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NoteData &nd = m_Player[pn].m_NoteData;
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static int iRowLastCrossedAll[NUM_MESSAGES_TO_SEND] = { 0, 0, 0, 0 };
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for( int i=0; i<NUM_MESSAGES_TO_SEND; i++ )
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{
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float fOffsetFromCurrentSeconds = MESSAGE_SPACING_SECONDS * i;
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float fPositionSeconds = GAMESTATE->m_fMusicSeconds + fOffsetFromCurrentSeconds; // trigger the light a tiny bit early
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float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
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float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
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int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
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iRowNow = max( 0, iRowNow );
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int &iRowLastCrossed = iRowLastCrossedAll[i];
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FOREACH_NONEMPTY_ROW_ALL_TRACKS_RANGE( nd, r, iRowLastCrossed+1, iRowNow+1 )
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for( int r=iRowLastCrossed+1; r<=iRowNow; r++ )
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{
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if( nd.IsThereATapOrHoldHeadAtRow(r) )
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{
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LOG->Trace( "r = %d", r );
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MESSAGEMAN->Broadcast( (Message)(MESSAGE_NOTE_CROSSED + i) );
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break;
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}
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if( GetNoteType( r ) == NOTE_TYPE_4TH )
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MESSAGEMAN->Broadcast( MESSAGE_BEAT_CROSSED );
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}
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iRowLastCrossed = iRowNow;
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}
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{
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const int NUM_MESSAGES_TO_SEND = 4;
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const float MESSAGE_SPACING_SECONDS = 0.5f;
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PlayerNumber pn = PLAYER_INVALID;
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FOREACH_EnabledPlayer( p )
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{
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if( GAMESTATE->m_pCurSteps[p]->GetDifficulty() == DIFFICULTY_BEGINNER )
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{
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pn = p;
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break;
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}
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}
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if( pn == PLAYER_INVALID )
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return;
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NoteData &nd = m_Player[pn].m_NoteData;
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static int iRowLastCrossedAll[NUM_MESSAGES_TO_SEND] = { 0, 0, 0, 0 };
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for( int i=0; i<NUM_MESSAGES_TO_SEND; i++ )
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{
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float fOffsetFromCurrentSeconds = MESSAGE_SPACING_SECONDS * i;
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float fPositionSeconds = GAMESTATE->m_fMusicSeconds + fOffsetFromCurrentSeconds;
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float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
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int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
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iRowNow = max( 0, iRowNow );
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int &iRowLastCrossed = iRowLastCrossedAll[i];
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FOREACH_NONEMPTY_ROW_ALL_TRACKS_RANGE( nd, r, iRowLastCrossed+1, iRowNow+1 )
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{
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if( nd.IsThereATapOrHoldHeadAtRow(r) )
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{
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MESSAGEMAN->Broadcast( (Message)(MESSAGE_NOTE_CROSSED + i) );
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break;
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}
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}
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iRowLastCrossed = iRowNow;
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}
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}
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}
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void ScreenGameplay::BackOutFromGameplay()
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