per-player mine sounds
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@@ -176,7 +176,7 @@ void PlayerMinus::Load( PlayerNumber pn, const NoteData* pNoteData, LifeMeter* p
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// Need to set Y positions of all these elements in Update since
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// they change depending on PlayerOptions.
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m_soundMineExplosion.Load( THEME->GetPathToS("Player explosion") );
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m_soundMine.Load( THEME->GetPathToS(ssprintf("Player mine p%d",pn+1)) );
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}
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void PlayerMinus::Update( float fDeltaTime )
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@@ -562,7 +562,7 @@ void PlayerMinus::Step( int col, RageTimer tm )
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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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m_soundMineExplosion.Play();
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m_soundMine.Play();
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score = TNS_MISS;
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m_pNoteField->TapMine( col, score );
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@@ -635,7 +635,7 @@ void PlayerMinus::Step( int col, RageTimer tm )
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// Unless the computer made a very good step, they were fooled by the mine
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if( tn == TAP_MINE && score <= TNS_GREAT )
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{
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m_soundMineExplosion.Play();
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m_soundMine.Play();
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score = TNS_MISS;
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m_pNoteField->TapMine( col, score );
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if( m_pLifeMeter )
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@@ -92,7 +92,7 @@ protected:
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int m_iRowLastCrossed;
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RageSound m_soundMineExplosion;
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RageSound m_soundMine;
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};
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class Player : public PlayerMinus
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