Remove m_HoldNote array entirely. Remove 2sAnd3s. Store hold note
durations in the hold head. hold_tail only still exists when InsertHoldTails
is used, to make SM parsing a little easier (may go away). Add helpers
for iterating over ranges while including or excluding adjacent and overlapping
hold notes. Range operations are now [start,end) instead of [start,end].
(probably more details coming to sm-dev soon)
NoteDataUtil::LoadOverlapped) without 4s. Slight change of behavior:
if a hold note overlaps the spot where we want to shift the offset, instead
of leaving the offset where it is for another full four measures, we'll try
to change it again at the next measure change. This reduces the cases
where hold notes can prevent the offset from changing for long periods.
It actually looks like almost all of NoteDataUtil can be done naturally
in fixed-point: instead of passing around floating point, converting it to
fixed point for NoteData indexing, and adding floating-point beat fractions,
just pass around fixed point everywhere, and convert beat fractions to
fixed-point (which probably happens at compile-time)
If TimingData, etc. does the same thing, things will be simpler ...
using them in general over beats: it's more precise (we can tell exactly
how it'll round, and we can compare them without ugly error-margin hacks),
and it's what we need to use them with NoteData.
Have gameplay objects hold a PlayerState pointer instead of a PlayerNumber and indexing back into GameState.
This will simplify off-screen players (e.g. CPU ghosts, network replicated human players, >2 players using one NoteField)
store attack info in TapNote
in the SMNoteData string, store the attack params inline (like with keysounds)
play keysounds when hit
still doesn't play keysounds on a miss
still doesn't play autoKeysounds