support noteskin-changing attacks
cache trick icons change AI probability format
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@@ -180,6 +180,8 @@ void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, ScoreDi
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m_GrayArrowRow.SetZoom( 0.5f );
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m_GhostArrowRow.SetZoom( 0.5f );
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}
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m_sLastSeenNoteSkin = GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_sNoteSkin;
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}
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void Player::Update( float fDeltaTime )
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@@ -276,6 +278,12 @@ void Player::Update( float fDeltaTime )
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SetHoldNoteScore(i, hns);
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}
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if( m_sLastSeenNoteSkin != GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_sNoteSkin )
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{
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m_NoteField.ReloadNoteSkin();
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m_sLastSeenNoteSkin = GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_sNoteSkin;
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}
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ActorFrame::Update( fDeltaTime );
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}
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@@ -416,7 +424,8 @@ void Player::Step( int col )
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break;
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default:
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ASSERT(0);
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score=TNS_NONE;
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score = TNS_NONE;
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break;
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}
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if( score==TNS_MARVELOUS && !PREFSMAN->m_bMarvelousTiming )
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@@ -576,14 +585,14 @@ void Player::HandleTapRowScore( unsigned row )
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ASSERT(iNumTapsInRow > 0);
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bool NoCheating = true;
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/*#ifdef DEBUG
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bool NoCheating = false;
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#endif //DEBUG*/
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#ifdef DEBUG
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NoCheating = false;
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#endif
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if(GAMESTATE->m_bDemonstrationOrJukebox)
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NoCheating = false;
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// don't accumulate points if AutoPlay is on.
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if( NoCheating && GAMESTATE->m_PlayerController[m_PlayerNumber] == PC_CPU )
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if( NoCheating && GAMESTATE->m_PlayerController[m_PlayerNumber] == PC_AUTOPLAY )
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return;
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if(m_pScoreKeeper)
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