[GameplayAssist] Don't play sounds if the player is dead. Fixes issue 621.
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@@ -14,6 +14,7 @@ StepMania 5.0 $next | 2011xxxx
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refresh the NS data for the present game, not all games. [Wolfman2000]
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refresh the NS data for the present game, not all games. [Wolfman2000]
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* [ScreenSelectMusic] Fixed Rave difficulties not being synced on late join.
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* [ScreenSelectMusic] Fixed Rave difficulties not being synced on late join.
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Fixes issue 577. [AJ]
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Fixes issue 577. [AJ]
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* [GameplayAssist] Don't play sounds if the player is dead. Fixes issue 621. [AJ]
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2011/11/04
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2011/11/04
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* [ScoreKeeperRave] Revert fix from 2011/10/28. [AJ]
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* [ScoreKeeperRave] Revert fix from 2011/10/28. [AJ]
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@@ -21,11 +21,14 @@ void GameplayAssist::PlayTicks( const NoteData &nd, const PlayerState *ps )
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if( !bClap && !bMetronome )
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if( !bClap && !bMetronome )
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return;
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return;
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// don't play sounds for dead players
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if( ps->m_HealthState == HealthState_Dead )
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return;
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/* Sound cards have a latency between when a sample is Play()ed and when the sound
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/* Sound cards have a latency between when a sample is Play()ed and when the sound
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* will start coming out the speaker. Compensate for this by boosting fPositionSeconds
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* will start coming out the speaker. Compensate for this by boosting fPositionSeconds
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* ahead. This is just to make sure that we request the sound early enough for it to
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* ahead. This is just to make sure that we request the sound early enough for it to
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* come out on time; the actual precise timing is handled by SetStartTime. */
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* come out on time; the actual precise timing is handled by SetStartTime. */
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SongPosition &position = GAMESTATE->m_pPlayerState[ps->m_PlayerNumber]->m_Position;
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SongPosition &position = GAMESTATE->m_pPlayerState[ps->m_PlayerNumber]->m_Position;
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float fPositionSeconds = position.m_fMusicSeconds;
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float fPositionSeconds = position.m_fMusicSeconds;
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