give up if all human players have 30 misses so that battle will end early
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@@ -99,7 +99,7 @@ ScreenGameplay::ScreenGameplay( CString sName ) : ScreenWithMenuElements(sName)
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BACK_GIVES_UP.Load( sName, "BackGivesUp" );
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GIVING_UP_GOES_TO_PREV_SCREEN.Load( sName, "GivingUpGoesToPrevScreen" );
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GIVING_UP_GOES_TO_NEXT_SCREEN.Load( sName, "GivingUpGoesToNextScreen" );
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GIVE_UP_AFTER_30_MISSES.Load( sName, "GiveUpAfter30Misses" );
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FAIL_AFTER_30_MISSES.Load( sName, "FailAfter30Misses" );
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USE_FORCED_MODIFIERS_IN_BEGINNER.Load( sName, "UseForcedModifiersInBeginner" );
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FORCED_MODIFIERS_IN_BEGINNER.Load( sName, "ForcedModifiersInBeginner" );
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}
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@@ -1594,12 +1594,15 @@ void ScreenGameplay::Update( float fDeltaTime )
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// update give up
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//
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bool bGiveUpTimerFired = !m_GiveUpTimer.IsZero() && m_GiveUpTimer.Ago() > 2.5f;
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if( bGiveUpTimerFired || GAMESTATE->AllHumanHaveComboOf30OrMoreMisses() )
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if( bGiveUpTimerFired || (FAIL_AFTER_30_MISSES && GAMESTATE->AllHumanHaveComboOf30OrMoreMisses()) )
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{
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// Give up
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FOREACH_PlayerNumber( p )
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{
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STATSMAN->m_CurStageStats.m_player[p].bGaveUp = true;
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STATSMAN->m_CurStageStats.m_player[p].bFailed = GAMESTATE->AllHumanHaveComboOf30OrMoreMisses();
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}
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m_GiveUpTimer.SetZero();
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