don't need IsPlayerInDanger
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@@ -851,7 +851,7 @@ void BackgroundImpl::Update( float fDeltaTime )
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FOREACH_PlayerNumber( p )
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FOREACH_PlayerNumber( p )
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{
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{
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if( g_bShowDanger && GAMESTATE->IsPlayerInDanger(GAMESTATE->m_pPlayerState[p]) )
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if( g_bShowDanger && GAMESTATE->m_pPlayerState[p]->m_HealthState == PlayerState::DANGER )
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m_DangerPlayer[p]->Update( fDeltaTime );
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m_DangerPlayer[p]->Update( fDeltaTime );
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if( GAMESTATE->IsPlayerDead(GAMESTATE->m_pPlayerState[p]) )
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if( GAMESTATE->IsPlayerDead(GAMESTATE->m_pPlayerState[p]) )
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@@ -912,7 +912,7 @@ void BackgroundImpl::DrawPrimitives()
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FOREACH_PlayerNumber( p )
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FOREACH_PlayerNumber( p )
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{
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{
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if( g_bShowDanger && GAMESTATE->IsPlayerInDanger(GAMESTATE->m_pPlayerState[p]) )
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if( g_bShowDanger && GAMESTATE->m_pPlayerState[p]->m_HealthState == PlayerState::DANGER )
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m_DangerPlayer[p]->Draw();
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m_DangerPlayer[p]->Draw();
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if( GAMESTATE->IsPlayerDead(GAMESTATE->m_pPlayerState[p]) )
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if( GAMESTATE->IsPlayerDead(GAMESTATE->m_pPlayerState[p]) )
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m_DeadPlayer[p]->Draw();
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m_DeadPlayer[p]->Draw();
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