add TNS_AVOIDED_MINE. Fixes unattempted mines counted as successful when ending early.
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@@ -1435,19 +1435,27 @@ void ScreenGameplay::Update( float fDeltaTime )
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{
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TapNoteScore tns = m_Player[p].GetLastTapNoteScore();
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ANIM_STATES_2D StateMap[NUM_TAP_NOTE_SCORES] =
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ANIM_STATES_2D state = AS2D_MISS;
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switch( tns )
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{
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AS2D_MISS, /* TNS_NONE (shouldn't happen) */
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AS2D_MISS, /* TNS_HIT_MINE (shouldn't happen) */
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AS2D_MISS, /* TNS_MISS */
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AS2D_MISS, /* TNS_BOO */
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AS2D_GOOD, /* TNS_GOOD */
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AS2D_GOOD, /* TNS_GREAT */
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AS2D_GREAT, /* TNS_PERFECT */
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AS2D_GREAT /* TNS_MARVELOUS */
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};
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case TNS_NONE:
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case TNS_MISS:
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case TNS_BOO:
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state = AS2D_MISS;
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break;
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case TNS_GOOD:
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case TNS_GREAT:
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state = AS2D_GOOD;
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break;
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case TNS_PERFECT:
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case TNS_MARVELOUS:
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state = AS2D_GREAT;
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break;
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default:
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ASSERT(0);
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}
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ANIM_STATES_2D state = StateMap[tns];
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if( state == AS2D_GREAT && m_pLifeMeter[p] && m_pLifeMeter[p]->GetLife() == 1.0f ) // full life
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state = AS2D_FEVER;
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