fix steps reseting in gameplay
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@ -2226,36 +2226,42 @@ class PlayState extends MusicBeatState
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}
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}
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if (updateFrame == 4)
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{
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TimingStruct.clearTimings();
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var currentIndex = 0;
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for (i in SONG.eventObjects)
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{
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if (i.type == "BPM Change")
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if (updateFrame == 4)
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{
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TimingStruct.clearTimings();
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var currentIndex = 0;
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for (i in SONG.eventObjects)
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{
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var beat:Float = i.position;
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var endBeat:Float = Math.POSITIVE_INFINITY;
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TimingStruct.addTiming(beat,i.value,endBeat, 0); // offset in this case = start time since we don't have a offset
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if (currentIndex != 0)
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if (i.type == "BPM Change")
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{
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var data = TimingStruct.AllTimings[currentIndex - 1];
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data.endBeat = beat;
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data.length = (data.endBeat - data.startBeat) / (data.bpm / 60);
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TimingStruct.AllTimings[currentIndex].startTime = data.startTime + data.length;
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var beat:Float = i.position;
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var endBeat:Float = Math.POSITIVE_INFINITY;
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TimingStruct.addTiming(beat,i.value,endBeat, 0); // offset in this case = start time since we don't have a offset
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if (currentIndex != 0)
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{
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var data = TimingStruct.AllTimings[currentIndex - 1];
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data.endBeat = beat;
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data.length = (data.endBeat - data.startBeat) / (data.bpm / 60);
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var step = ((60 / data.bpm) * 1000) / 4;
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TimingStruct.AllTimings[currentIndex].startStep = Math.floor(((data.endBeat / (data.bpm / 60)) * 1000) / step);
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TimingStruct.AllTimings[currentIndex].startTime = data.startTime + data.length;
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}
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currentIndex++;
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}
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currentIndex++;
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}
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}
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recalculateAllSectionTimes();
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regenerateLines();
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updateFrame++;
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}
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else if (updateFrame != 5)
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updateFrame++;
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}
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else if (updateFrame != 5)
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updateFrame++;
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var timingSeg = TimingStruct.getTimingAtTimestamp(Conductor.songPosition);
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