Hide mines that have been avoided so that TNS_AvoidMine isn't spammed every frame.
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+7
-1
@@ -2790,7 +2790,6 @@ void Player::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanSeconds )
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if( tn.type == TapNoteType_Mine )
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{
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tn.result.tns = TNS_AvoidMine;
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/* The only real way to tell if a mine has been scored is if it has disappeared
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* but this only works for hit mines so update the scores for avoided mines here. */
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if( m_pPrimaryScoreKeeper )
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@@ -2896,6 +2895,7 @@ void Player::UpdateJudgedRows()
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continue;
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case TNS_AvoidMine:
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SetMineJudgment( tn.result.tns , iter.Track() );
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tn.result.bHidden= true;
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continue;
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case TNS_HitMine:
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SetMineJudgment( tn.result.tns , iter.Track() );
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@@ -2939,6 +2939,12 @@ void Player::UpdateJudgedRows()
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m_pSecondaryScoreKeeper->HandleTapScore( tn );
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tn.result.bHidden = true;
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}
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// If we hit the end of the loop, m_pIterUnjudgedMineRows needs to be
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// updated. -Kyz
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if((iter.IsAtEnd() || iLastSeenRow == iEndRow) && bAllJudged)
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{
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*m_pIterUnjudgedMineRows= iter;
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}
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FOREACHS( RageSound *, setSounds, s )
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{
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