Add 2nd attack metric, rename 1st one.
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+4
-4
@@ -139,7 +139,8 @@ ThemeMetric<bool> CHECKPOINTS_TAPS_SEPARATE_JUDGMENT ( "Player", "CheckpointsTap
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ThemeMetric<bool> SCORE_MISSED_HOLDS_AND_ROLLS ( "Player", "ScoreMissedHoldsAndRolls" ); // sm-ssc addition
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ThemeMetric<float> PERCENT_UNTIL_COLOR_COMBO ( "Player", "PercentUntilColorCombo" );
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ThemeMetric<int> COMBO_STOPPED_AT ( "Player", "ComboStoppedAt" );
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ThemeMetric<float> ATTACK_RUN_TIME_DEFAULT ( "Player", "AttackRunTimeDefault" );
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ThemeMetric<float> ATTACK_RUN_TIME_RANDOM ( "Player", "AttackRunTimeRandom" );
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ThemeMetric<float> ATTACK_RUN_TIME_MINE ( "Player", "AttackRunTimeMine" );
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float Player::GetWindowSeconds( TimingWindow tw )
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{
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@@ -643,7 +644,7 @@ void Player::Update( float fDeltaTime )
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{
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float fCurrentGameTime = STATSMAN->m_CurStageStats.m_fGameplaySeconds;
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const float fAttackRunTime = ATTACK_RUN_TIME_DEFAULT;
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const float fAttackRunTime = ATTACK_RUN_TIME_RANDOM;
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// Don't start until 1 seconds into game, minimum
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if( fCurrentGameTime > 1.0f )
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@@ -2617,8 +2618,7 @@ void Player::UpdateJudgedRows()
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* etc.) are still applied. */
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if( m_pPlayerState->m_PlayerOptions.GetCurrent().m_bTransforms[PlayerOptions::TRANSFORM_ATTACKMINES] )
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{
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// Should we hardcode this, or make it a preference/theme metric? ~ Mike
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const float fAttackRunTime = 7.0f;
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const float fAttackRunTime = ATTACK_RUN_TIME_MINE;
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Attack attMineAttack;
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attMineAttack.sModifiers = ApplyRandomAttack();
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