New arrow type: the Fake arrow. Doesn't score for or against you. Perfect for simfiles that want to use mission mode type files or use measure skipping and not have it count against you. See ZXZ Bloody Heart in StepMix 4 for a file that could use this arrow type.
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@@ -396,6 +396,7 @@ static bool NeedsTapJudging( const TapNote &tn )
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return tn.result.tns == TNS_None;
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case TapNote::hold_tail:
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case TapNote::attack:
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case TapNote::fake:
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return false;
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}
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}
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@@ -415,6 +416,7 @@ static bool NeedsHoldJudging( const TapNote &tn )
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case TapNote::mine:
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case TapNote::lift:
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case TapNote::attack:
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case TapNote::fake:
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return false;
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}
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}
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@@ -2403,7 +2405,7 @@ void Player::FlashGhostRow( int iRow, PlayerNumber pn )
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{
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const TapNote &tn = m_NoteData.GetTapNote( iTrack, iRow );
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if( tn.type == TapNote::empty || tn.type == TapNote::mine )
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if( tn.type == TapNote::empty || tn.type == TapNote::mine || tn.type == TapNote::fake )
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continue;
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if( tn.pn != PLAYER_INVALID && tn.pn != pn )
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continue;
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@@ -2477,7 +2479,7 @@ void Player::CrossedRows( int iLastRowCrossed, const RageTimer &now )
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// check to see if there's a note at the crossed row
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if( m_pPlayerState->m_PlayerController != PC_HUMAN )
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{
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if( tn.type != TapNote::empty && tn.result.tns == TNS_None )
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if( tn.type != TapNote::empty && tn.type != TapNote::fake && tn.result.tns == TNS_None )
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{
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Step( iTrack, iRow, now, false, false );
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if( m_pPlayerState->m_PlayerController == PC_AUTOPLAY )
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@@ -2637,7 +2639,7 @@ void Player::HandleTapRowScore( unsigned row )
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{
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const TapNote &tn = m_NoteData.GetTapNote( track, row );
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// Mines cannot be handled here.
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if( tn.type == TapNote::empty || tn.type == TapNote::mine )
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if( tn.type == TapNote::empty || tn.type == TapNote::fake || tn.type == TapNote::mine )
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continue;
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if( tn.pn != PLAYER_INVALID && tn.pn != pn )
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continue;
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