rework tap attack representation
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@@ -495,6 +495,9 @@ void PlayerMinus::Step( int col, RageTimer tm )
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ASSERT( col >= 0 && col <= GetNumTracks() );
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//
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// Check for step on a TapNote
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//
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int iIndexOverlappingNote = GetClosestNote( col, GAMESTATE->m_fSongBeat,
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StepSearchDistanceForwards * GAMESTATE->m_fCurBPS * GAMESTATE->m_SongOptions.m_fMusicRate,
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StepSearchDistanceBackwards * GAMESTATE->m_fCurBPS * GAMESTATE->m_SongOptions.m_fMusicRate );
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@@ -557,8 +560,23 @@ void PlayerMinus::Step( int col, RageTimer tm )
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}
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if( tn == TAP_MINE )
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switch( tn )
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{
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// case TAP_ATTACK:
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// // stepped too close to mine?
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// if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowAttackSeconds )
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// {
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// m_soundAttack.Play();
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// score = TNS_MISS;
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// // put attack in effect
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// }
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// else
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// {
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// score = TNS_NONE;
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// }
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// break;
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case TAP_MINE:
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// stepped too close to mine?
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if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowMineSeconds )
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{
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@@ -575,9 +593,9 @@ void PlayerMinus::Step( int col, RageTimer tm )
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{
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score = TNS_NONE;
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}
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}
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else // not a mine
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{
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break;
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default: // not a mine
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if(GAMESTATE->m_CurGame == GAME_EZ2)
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{
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/* 1 is normal. 2 means scoring is half as hard; .5 means it's twice as hard. */
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@@ -599,6 +617,7 @@ void PlayerMinus::Step( int col, RageTimer tm )
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowBooSeconds ) score = TNS_BOO;
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else score = TNS_NONE;
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}
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break;
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}
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break;
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}
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