Don't send combo messages on mine judgments if they don't change combo
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+16
-1
@@ -183,6 +183,18 @@ ThemeMetric<bool> REQUIRE_STEP_ON_MINES ( "Player", "RequireStepOnMines" );
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*
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* For those wishing to make a theme very accurate to In The Groove 2, set this to false. */
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ThemeMetric<bool> ROLL_BODY_INCREMENTS_COMBO ( "Player", "RollBodyIncrementsCombo" );
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/**
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* @brief Does not stepping on a mine increase the combo?
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*
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* If set to true, every mine missed will increment the combo.
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* If set to false, missing a mine will not affect the combo. */
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ThemeMetric<bool> AVOID_MINE_INCREMENTS_COMBO ( "Gameplay", "AvoidMineIncrementsCombo" );
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/**
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* @brief Does stepping on a mine increment the miss combo?
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*
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* If set to true, every mine stepped on will break the combo and increment the miss combo.
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* If set to false, stepping on a mine will not affect the combo. */
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ThemeMetric<bool> MINE_HIT_INCREMENTS_MISS_COMBO ( "Gameplay", "MineHitIncrementsMissCombo" );
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/**
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* @brief Are checkpoints and taps considered separate judgments?
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*
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@@ -3341,7 +3353,10 @@ void Player::SetMineJudgment( TapNoteScore tns )
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msg.SetParam( "Player", m_pPlayerState->m_PlayerNumber );
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msg.SetParam( "TapNoteScore", tns );
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MESSAGEMAN->Broadcast( msg );
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if( m_pPlayerStageStats )
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if( m_pPlayerStageStats &&
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( ( tns == TNS_AvoidMine && AVOID_MINE_INCREMENTS_COMBO ) ||
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( tns == TNS_HitMine && MINE_HIT_INCREMENTS_MISS_COMBO ))
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)
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{
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SetCombo( m_pPlayerStageStats->m_iCurCombo, m_pPlayerStageStats->m_iCurMissCombo );
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}
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