Make blind truly blind -- disable combo display and make all note tap flashes the same color when blind is on
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@@ -604,6 +604,7 @@ void PlayerMinus::Step( int col, RageTimer tm )
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ms_error = min( ms_error, MAX_PRO_TIMING_ERROR );
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GAMESTATE->m_CurStageStats.iTotalError[m_PlayerNumber] += ms_error;
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if (!GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fBlind)
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m_ProTimingDisplay.SetJudgment( ms_error, score );
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}
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@@ -676,11 +677,15 @@ void PlayerMinus::OnRowCompletelyJudged( int iIndexThatWasSteppedOn )
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if( tn == TAP_MINE ) continue; /* don't flash on mines b/c they're supposed to be missed */
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// If the score is great or better, remove the note from the screen to
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// indicate success.
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if( score >= TNS_GREAT )
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// indicate success. (Or always if blind is on.)
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if( score >= TNS_GREAT || GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fBlind)
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m_pNoteField->SetTapNote(c, iIndexThatWasSteppedOn, TAP_EMPTY);
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// show the ghost arrow for this column
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if (GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fBlind)
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m_pNoteField->TapNote( c, TNS_MARVELOUS, false );
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else
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{
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switch( score )
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{
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case TNS_GREAT:
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@@ -693,11 +698,15 @@ void PlayerMinus::OnRowCompletelyJudged( int iIndexThatWasSteppedOn )
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break;
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}
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}
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}
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HandleTapRowScore( iIndexThatWasSteppedOn ); // update score
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if (!GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fBlind)
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{
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m_Combo.SetCombo( GAMESTATE->m_CurStageStats.iCurCombo[m_PlayerNumber] );
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m_Judgment.SetJudgment( score );
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}
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}
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