Mines need to be processed for dance points
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@@ -57,7 +57,7 @@ float AdjustedWindowSeconds( TimingWindow tw )
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return fSecs;
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}
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//is this define really needed, if not I'll remove it
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#define ADJUSTED_WINDOW_SECONDS( tw ) AdjustedWindowSeconds( tw )
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@@ -1426,7 +1426,7 @@ void Player::UpdateJudgedRows()
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if( tn.type != TapNote::mine )
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continue;
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switch( tn.result.tns )
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{
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case TNS_None: bAllJudged = false;
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@@ -1446,7 +1446,7 @@ void Player::UpdateJudgedRows()
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m_vKeysounds[tn.iKeysoundIndex].Play();
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else
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m_soundMine.Play();
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if( m_pLifeMeter )
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m_pLifeMeter->ChangeLife( tn.result.tns );
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if( m_pScoreDisplay )
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@@ -1455,6 +1455,12 @@ void Player::UpdateJudgedRows()
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m_pSecondaryScoreDisplay->OnJudgment( tn.result.tns );
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if( m_pCombinedLifeMeter )
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m_pCombinedLifeMeter->ChangeLife( pn, tn.result.tns );
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//Make sure hit mines affect the dance points
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if( m_pPrimaryScoreKeeper )
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m_pPrimaryScoreKeeper->HandleTapScore( tn );
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if( m_pSecondaryScoreKeeper )
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m_pSecondaryScoreKeeper->HandleTapScore( tn );
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TapNote tn2 = tn;
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tn2.result.bHidden = true;
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