[splittiming] Compiles and links.
Not guaranteed to work. Adjustments to GameState and SongPosition may still be needed.
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@@ -209,7 +209,7 @@ void ScreenHowToPlay::Step()
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#define ST_JUMPUD (ST_UP | ST_DOWN)
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int iStep = 0;
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const int iNoteRow = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat + 0.6f );
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const int iNoteRow = BeatToNoteRowNotRounded( GAMESTATE->m_Position.m_fSongBeat + 0.6f );
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// if we want to miss from here on out, don't process steps.
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if( m_iW2s < m_iNumW2s && m_NoteData.IsThereATapAtRow( iNoteRow ) )
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{
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@@ -230,10 +230,10 @@ void ScreenHowToPlay::Step()
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m_pmCharacter->PlayAnimation( "Step-JUMPLR", 1.8f );
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m_pmCharacter->StopTweening();
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m_pmCharacter->BeginTweening( GAMESTATE->m_fCurBPS /8, TWEEN_LINEAR );
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m_pmCharacter->BeginTweening( GAMESTATE->m_Position.m_fCurBPS /8, TWEEN_LINEAR );
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m_pmCharacter->SetRotationY( 90 );
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m_pmCharacter->BeginTweening( (1/(GAMESTATE->m_fCurBPS * 2) ) ); //sleep between jump-frames
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m_pmCharacter->BeginTweening( GAMESTATE->m_fCurBPS /6, TWEEN_LINEAR );
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m_pmCharacter->BeginTweening( (1/(GAMESTATE->m_Position.m_fCurBPS * 2) ) ); //sleep between jump-frames
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m_pmCharacter->BeginTweening( GAMESTATE->m_Position.m_fCurBPS /6, TWEEN_LINEAR );
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m_pmCharacter->SetRotationY( 0 );
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break;
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}
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@@ -248,7 +248,7 @@ void ScreenHowToPlay::Update( float fDelta )
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m_fFakeSecondsIntoSong += fDelta;
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static int iLastNoteRowCounted = 0;
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int iCurNoteRow = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat );
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int iCurNoteRow = BeatToNoteRowNotRounded( GAMESTATE->m_Position.m_fSongBeat );
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if( iCurNoteRow != iLastNoteRowCounted &&m_NoteData.IsThereATapAtRow(iCurNoteRow) )
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{
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