split StageStats into player-specific and non-player-specific structs
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@@ -403,7 +403,7 @@ void LifeMeterBar::ChangeLife( float fDeltaLife )
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}
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/* If we've already failed, there's no point in letting them fill up the bar again. */
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if( g_CurStageStats.bFailed[m_PlayerNumber] )
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if( g_CurStageStats.m_player[m_PlayerNumber].bFailed )
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fDeltaLife = 0;
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switch( GAMESTATE->m_SongOptions.m_DrainType )
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@@ -432,7 +432,7 @@ void LifeMeterBar::ChangeLife( float fDeltaLife )
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CLAMP( m_fLifePercentage, 0, 1 );
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if( m_fLifePercentage <= FAIL_THRESHOLD )
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g_CurStageStats.bFailedEarlier[m_PlayerNumber] = true;
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g_CurStageStats.m_player[m_PlayerNumber].bFailedEarlier = true;
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m_fLifeVelocity += fDeltaLife;
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}
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