Okay, let's not have functional, oft-changing code inside #ifdef DEBUG.
This has broken three or four times since few people have time to test compiling in both release and debug before committing. Put a check inside and do the logic outside.
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@@ -576,12 +576,17 @@ void Player::HandleTapRowScore( unsigned row )
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ASSERT(iNumTapsInRow > 0);
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ASSERT(iNumTapsInRow > 0);
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#ifndef DEBUG
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bool NoCheating = true;
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// don't accumulate points if AutoPlay is on.
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#ifdef DEBUG
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if( GAMESTATE->m_PlayerController[m_PlayerNumber] == CPU_AUTOPLAY && !GAMESTATE->m_bDemonstrationOrJukebox )
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bool NoCheating = false;
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return;
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#endif //DEBUG
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#endif //DEBUG
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if(GAMESTATE->m_bDemonstrationOrJukebox)
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NoCheating = false;
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// don't accumulate points if AutoPlay is on.
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if( NoCheating && GAMESTATE->m_PlayerController[m_PlayerNumber] == PC_CPU )
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return;
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if(m_pScoreKeeper)
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if(m_pScoreKeeper)
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m_pScoreKeeper->HandleTapRowScore(scoreOfLastTap, iNumTapsInRow, m_pInventory);
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m_pScoreKeeper->HandleTapRowScore(scoreOfLastTap, iNumTapsInRow, m_pInventory);
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@@ -597,12 +602,17 @@ void Player::HandleTapRowScore( unsigned row )
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void Player::HandleHoldScore( HoldNoteScore holdScore, TapNoteScore tapScore )
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void Player::HandleHoldScore( HoldNoteScore holdScore, TapNoteScore tapScore )
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{
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{
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#ifndef DEBUG
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bool NoCheating = true;
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// don't accumulate points if AutoPlay is on.
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#ifdef DEBUG
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if( GAMESTATE->m_PlayerController[m_PlayerNumber] == CPU_AUTOPLAY && !GAMESTATE->m_bDemonstrationOrJukebox )
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bool NoCheating = false;
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return;
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#endif //DEBUG
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#endif //DEBUG
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if(GAMESTATE->m_bDemonstrationOrJukebox)
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NoCheating = false;
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// don't accumulate points if AutoPlay is on.
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if( NoCheating && GAMESTATE->m_PlayerController[m_PlayerNumber] == PC_CPU )
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return;
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if(m_pScoreKeeper)
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if(m_pScoreKeeper)
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m_pScoreKeeper->HandleHoldScore(holdScore, tapScore);
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m_pScoreKeeper->HandleHoldScore(holdScore, tapScore);
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