simplify
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@@ -749,15 +749,7 @@ void Player::Step( int col, const RageTimer &tm )
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case PC_CPU:
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case PC_CPU:
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case PC_AUTOPLAY:
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case PC_AUTOPLAY:
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switch( m_pPlayerState->m_PlayerController )
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score = PlayerAI::GetTapNoteScore( m_pPlayerState );
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{
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case PC_CPU:
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score = PlayerAI::GetTapNoteScore( m_pPlayerState );
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break;
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case PC_AUTOPLAY:
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score = TNS_MARVELOUS;
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break;
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}
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// TRICKY: We're asking the AI to judge mines. consider TNS_GOOD and below
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// TRICKY: We're asking the AI to judge mines. consider TNS_GOOD and below
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// as "mine was hit" and everything else as "mine was avoided"
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// as "mine was hit" and everything else as "mine was avoided"
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@@ -64,6 +64,9 @@ void PlayerAI::InitFromDisk()
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TapNoteScore PlayerAI::GetTapNoteScore( const PlayerState* pPlayerState )
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TapNoteScore PlayerAI::GetTapNoteScore( const PlayerState* pPlayerState )
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{
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{
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if( pPlayerState->m_PlayerController == PC_AUTOPLAY )
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return TNS_MARVELOUS;
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int iCpuSkill = pPlayerState->m_iCpuSkill;
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int iCpuSkill = pPlayerState->m_iCpuSkill;
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/* If we're in battle mode, reduce the skill based on the number of modifier attacks
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/* If we're in battle mode, reduce the skill based on the number of modifier attacks
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