[editorKeysounds] Don't show AKs in gameplay.
We still need a better editor noteskin for the auto keysounds though.
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@@ -684,6 +684,7 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeing
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void NoteDisplay::DrawActor( const TapNote& tn, Actor* pActor, NotePart part, int iCol, float fYOffset, float fBeat, bool bIsAddition, float fPercentFadeToFail, float fReverseOffsetPixels, float fColorScale, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
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void NoteDisplay::DrawActor( const TapNote& tn, Actor* pActor, NotePart part, int iCol, float fYOffset, float fBeat, bool bIsAddition, float fPercentFadeToFail, float fReverseOffsetPixels, float fColorScale, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
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{
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{
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if (tn.type == TapNote::autoKeysound && !GAMESTATE->m_bInStepEditor) return;
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if( fYOffset < fDrawDistanceAfterTargetsPixels || fYOffset > fDrawDistanceBeforeTargetsPixels )
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if( fYOffset < fDrawDistanceAfterTargetsPixels || fYOffset > fDrawDistanceBeforeTargetsPixels )
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return;
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return;
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const float fY = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYOffset, fReverseOffsetPixels );
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const float fY = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYOffset, fReverseOffsetPixels );
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