don't show hold judgments if blind (no joking around this time)
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@@ -449,12 +449,10 @@ void PlayerMinus::DrawPrimitives()
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m_AttackDisplay.Draw();
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m_AttackDisplay.Draw();
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if( TAP_JUDGMENTS_UNDER_FIELD )
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if( TAP_JUDGMENTS_UNDER_FIELD )
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if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fBlind )
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DrawTapJudgments();
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DrawTapJudgments();
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if( HOLD_JUDGMENTS_UNDER_FIELD )
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if( HOLD_JUDGMENTS_UNDER_FIELD )
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if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fBlind == 0 )
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DrawHoldJudgments();
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DrawHoldJudgments();
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float fTilt = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fPerspectiveTilt;
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float fTilt = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fPerspectiveTilt;
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float fSkew = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fSkew;
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float fSkew = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fSkew;
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@@ -506,6 +504,9 @@ void PlayerMinus::DrawPrimitives()
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void PlayerMinus::DrawTapJudgments()
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void PlayerMinus::DrawTapJudgments()
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{
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{
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if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fBlind > 0 )
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return;
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if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bProTiming )
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if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bProTiming )
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m_ProTimingDisplay.Draw();
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m_ProTimingDisplay.Draw();
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else
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else
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@@ -514,6 +515,9 @@ void PlayerMinus::DrawTapJudgments()
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void PlayerMinus::DrawHoldJudgments()
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void PlayerMinus::DrawHoldJudgments()
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{
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{
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if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fBlind > 0 )
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return;
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for( int c=0; c<GetNumTracks(); c++ )
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for( int c=0; c<GetNumTracks(); c++ )
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m_HoldJudgment[c].Draw();
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m_HoldJudgment[c].Draw();
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}
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}
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