fix logic for FAIL_OFF
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@@ -1223,39 +1223,43 @@ void ScreenGameplay::Update( float fDeltaTime )
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/* Set g_CurStageStats.bFailed for failed players. In, FAIL_IMMEDIATE, send
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* SM_BeginFailed if all players failed, and kill dead Oni players. */
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if( GAMESTATE->m_SongOptions.m_FailType == SongOptions::FAIL_OFF )
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return;
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// check for individual fail
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FOREACH_EnabledPlayer( pn )
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switch( GAMESTATE->m_SongOptions.m_FailType )
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{
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if( (m_pLifeMeter[pn] && !m_pLifeMeter[pn]->IsFailing()) ||
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(m_pCombinedLifeMeter && !m_pCombinedLifeMeter->IsFailing(pn)) )
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continue; /* isn't failing */
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if( g_CurStageStats.bFailed[pn] )
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continue; /* failed and is already dead */
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/* If recovery is enabled, only set fail if both are failing.
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* There's no way to recover mid-song in battery mode. */
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if( GAMESTATE->m_SongOptions.m_LifeType != SongOptions::LIFE_BATTERY &&
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PREFSMAN->m_bTwoPlayerRecovery && !GAMESTATE->AllAreDead() )
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continue;
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LOG->Trace("Player %d failed", (int)pn);
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g_CurStageStats.bFailed[pn] = true; // fail
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if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY &&
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GAMESTATE->m_SongOptions.m_FailType == SongOptions::FAIL_IMMEDIATE )
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case SongOptions::FAIL_OFF:
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break;
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default:
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// check for individual fail
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FOREACH_EnabledPlayer( pn )
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{
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if( !g_CurStageStats.AllFailedEarlier() ) // if not the last one to fail
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if( (m_pLifeMeter[pn] && !m_pLifeMeter[pn]->IsFailing()) ||
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(m_pCombinedLifeMeter && !m_pCombinedLifeMeter->IsFailing(pn)) )
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continue; /* isn't failing */
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if( g_CurStageStats.bFailed[pn] )
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continue; /* failed and is already dead */
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/* If recovery is enabled, only set fail if both are failing.
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* There's no way to recover mid-song in battery mode. */
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if( GAMESTATE->m_SongOptions.m_LifeType != SongOptions::LIFE_BATTERY &&
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PREFSMAN->m_bTwoPlayerRecovery && !GAMESTATE->AllAreDead() )
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continue;
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LOG->Trace("Player %d failed", (int)pn);
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g_CurStageStats.bFailed[pn] = true; // fail
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if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY &&
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GAMESTATE->m_SongOptions.m_FailType == SongOptions::FAIL_IMMEDIATE )
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{
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// kill them!
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SOUND->PlayOnceFromDir( THEME->GetPathS(m_sName,"oni die") );
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ShowOniGameOver(pn);
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m_Player[pn].Init(); // remove all notes and scoring
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m_Player[pn].FadeToFail(); // tell the NoteField to fade to white
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if( !g_CurStageStats.AllFailedEarlier() ) // if not the last one to fail
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{
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// kill them!
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SOUND->PlayOnceFromDir( THEME->GetPathS(m_sName,"oni die") );
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ShowOniGameOver(pn);
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m_Player[pn].Init(); // remove all notes and scoring
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m_Player[pn].FadeToFail(); // tell the NoteField to fade to white
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}
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}
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}
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break;
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}
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/* If FAIL_IMMEDIATE and everyone is failing, start SM_BeginFailed. */
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