don't process hold note logic while paused
SM_Pause can be sent from elsewhere to pause START unpauses when paused don't move on to another screen when paused
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@@ -62,6 +62,7 @@ Player::Player()
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m_pSecondaryScoreKeeper = NULL;
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m_pInventory = NULL;
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m_bPaused = false;
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m_iOffsetSample = 0;
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this->AddChild( &m_Judgment );
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@@ -280,6 +281,8 @@ void Player::Update( float fDeltaTime )
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if( GAMESTATE->m_pCurSong==NULL )
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return;
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ActorFrame::Update( fDeltaTime );
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if( m_pPlayerState->m_bAttackBeganThisUpdate )
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m_soundAttackLaunch.Play();
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if( m_pPlayerState->m_bAttackEndedThisUpdate )
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@@ -322,6 +325,11 @@ void Player::Update( float fDeltaTime )
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m_pNoteField->SetZoom( fNoteFieldZoom );
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m_Judgment.SetZoom( fJudgmentZoom );
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// If we're paused, don't update tap or hold note logic, so hold notes can be released
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// during pause.
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if( m_bPaused )
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return;
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//
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// Check for TapNote misses
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//
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@@ -493,8 +501,6 @@ void Player::Update( float fDeltaTime )
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// process transforms that are waiting to be applied
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ApplyWaitingTransforms();
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ActorFrame::Update( fDeltaTime );
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}
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void Player::ApplyWaitingTransforms()
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