DIRTY FIX: someone thought progressive stages affected lifebar difficulty; do an additional check in function to make sure we're not in event mode
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@@ -483,6 +483,14 @@ void LifeMeterBar::UpdateNonstopLifebar(const int cleared,
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return;
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}
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// should be checked before calling function, but in case
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// it isn't, do so here
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if (PREFSMAN->m_bEventMode)
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{
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m_fLifeDifficulty = m_fBaseLifeDifficulty;
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return;
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}
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if (total > 1)
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m_fLifeDifficulty = m_fBaseLifeDifficulty - 0.2f * (int)(ProgressiveLifebarDifficulty * cleared / (total - 1));
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else
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@@ -491,22 +499,22 @@ void LifeMeterBar::UpdateNonstopLifebar(const int cleared,
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if (m_fLifeDifficulty >= 0.4) return;
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/* Approximate deductions for a miss
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* Life 1: 5%
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* Life 2: 5.7%
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* Life 3: 6.6%
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* Life 4: 8%
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* Life 5: 10%
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* Life 6: 13.3%
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* Life 7: 20%
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* Life 8: 26.6%
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* Life 9: 32%
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* Life 10: 40%
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* Life 11: 50%
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* Life 12: 57.1%
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* Life 13: 66.6%
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* Life 14: 80%
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* Life 15: 100%
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* Life 16+: 200%
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* Life 1 : 5 %
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* Life 2 : 5.7 %
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* Life 3 : 6.6 %
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* Life 4 : 8 %
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* Life 5 : 10 %
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* Life 6 : 13.3 %
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* Life 7 : 20 %
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* Life 8 : 26.6 %
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* Life 9 : 32 %
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* Life 10: 40 %
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* Life 11: 50 %
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* Life 12: 57.1 %
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* Life 13: 66.6 %
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* Life 14: 80 %
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* Life 15: 100 %
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* Life 16+: 200 %
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*
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* Note there is 200%, because boos take off 1/2 as much as
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* a miss, and a boo would suck up half of your lifebar.
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