Changed ScreenGameplay to not allow Ready and Go announcer sounds to play at the same time if the animation is zero length.
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@@ -328,6 +328,11 @@ protected:
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virtual PlayerInfo &GetPlayerInfoForInput( const InputEventPlus& iep ) { return m_vPlayerInfo[iep.pn]; }
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RageTimer m_timerGameplaySeconds;
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// m_delaying_ready_announce is for handling a case where the ready
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// announcer sound needs to be delayed. See HandleScreenMessage for more.
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// -Kyz
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bool m_delaying_ready_announce;
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// HACK: We have no idea whether we're actually using SMOnline or not.
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// No, seriously, NOWHERE is it stored what room we're in or whether we're in a room at all.
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