Add support for a few announcer triggers;
gameplay oni fail gameplay oni fail halfway (may as well, used in extreme) gameplay combo overflow (for multiples of 100 over 1000) Hm. neither of the oni fail ones are actually oni-specific (are used with any course mode).
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@@ -572,6 +572,7 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
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m_announcer900Combo.Load( ANNOUNCER->GetPathTo("gameplay 900 combo") );
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m_announcer1000Combo.Load( ANNOUNCER->GetPathTo("gameplay 1000 combo") );
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m_announcerComboStopped.Load( ANNOUNCER->GetPathTo("gameplay combo stopped") );
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m_announcerComboContinuing.Load(ANNOUNCER->GetPathTo("gameplay combo overflow") );
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m_soundAssistTick.Load( THEME->GetPathToS("ScreenGameplay assist tick") );
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switch( GAMESTATE->m_PlayMode )
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@@ -1663,7 +1664,13 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
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}
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break;
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case SM_ComboContinuing:
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if( SECS_SINCE_LAST_COMMENT > 2 )
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{
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m_announcerComboContinuing.PlayRandom();
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m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
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}
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break;
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case SM_BattleTrickLevel1:
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if( SECS_SINCE_LAST_COMMENT > 3 )
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{
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@@ -1766,8 +1773,15 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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if (PREFSMAN->m_bUseUnlockSystem)
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GAMESTATE->m_pUnlockingSys->UnlockFailExtraStage();
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}
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay failed") );
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// Feels hackish. Feel free to make cleaner.
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if(GAMESTATE->IsCourseMode())
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if(GAMESTATE->GetCourseSongIndex() > (int(m_apSongsQueue.size() / 2) - 1 ) && GAMESTATE->GetCourseSongIndex() < (int(m_apSongsQueue.size() / 2) + 1))
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo( "gameplay oni failed halfway" ) );
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else
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo( "gameplay oni failed" ) );
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else
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay failed") );
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break;
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case SM_GoToScreenAfterFail:
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