simplify TapAttack storage:
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
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@@ -1399,14 +1399,9 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
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{
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PlayerOptions poChosen = GAMESTATE->m_PlayerOptions[PLAYER_1];
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CString sMods = poChosen.GetString();
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const int iSongIndex = BeatToNoteRow( GAMESTATE->m_fSongBeat );
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const int row = BeatToNoteRow( GAMESTATE->m_fSongBeat );
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Attack attack;
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attack.level = ATTACK_LEVEL_1; // does this matter?
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attack.fSecsRemaining = g_fLastInsertAttackDurationSeconds;
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attack.sModifier = sMods;
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m_NoteFieldEdit.SetTapAttackNote( g_iLastInsertAttackTrack, iSongIndex, attack );
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m_NoteFieldEdit.SetTapAttackNote( g_iLastInsertAttackTrack, row, sMods, g_fLastInsertAttackDurationSeconds );
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GAMESTATE->RestoreSelectedOptions(); // restore the edit and playback options
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}
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break;
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