Playback enable/disable for attack and mine sounds
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@@ -593,11 +593,13 @@ void Player::Update( float fDeltaTime )
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// if the Player doesn't show anything on the screen.
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if( HasVisibleParts() )
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{
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if( m_pPlayerState->m_bAttackBeganThisUpdate )
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m_soundAttackLaunch.Play();
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if( m_pPlayerState->m_bAttackEndedThisUpdate )
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m_soundAttackEnding.Play();
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if( PREFSMAN->m_bEnableAttackSoundPlayback )
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{
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if( m_pPlayerState->m_bAttackBeganThisUpdate )
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m_soundAttackLaunch.Play();
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if( m_pPlayerState->m_bAttackEndedThisUpdate )
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m_soundAttackEnding.Play();
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}
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if( m_pNoteField )
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m_pNoteField->Update( fDeltaTime );
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@@ -2289,7 +2291,10 @@ void Player::UpdateJudgedRows()
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if( tn.iKeysoundIndex >= 0 && tn.iKeysoundIndex < (int) m_vKeysounds.size() )
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setSounds.insert( &m_vKeysounds[tn.iKeysoundIndex] );
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else
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setSounds.insert( &m_soundMine );
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{
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if( PREFSMAN->m_bEnableMineSoundPlayback )
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setSounds.insert( &m_soundMine );
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}
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ChangeLife( tn.result.tns );
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if( m_pScoreDisplay )
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