Sorry, I figured out what they were doing and why it didn't work
I made it work. in VC++
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@@ -1412,20 +1412,18 @@ void ScreenGameplay::Update( float fDeltaTime )
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CLAMP( fPercentPositionSong, 0, 1 );
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CLAMP( fPercentPositionSong, 0, 1 );
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m_meterSongPosition.SetPercent( fPercentPositionSong );
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m_meterSongPosition.SetPercent( fPercentPositionSong );
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//Will not compile
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//This causes compile error for me
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//FIXED!!!!
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//Someone edited it to read: FOREACH_EnabledPlayer( pn )
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//I figured it out!
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//I edited it back.
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//The problem was the pn is already taken.
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//IT looks like it would cause problems as it was
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//Sorry, I wasn't too smart about the way I handled it.
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//but by updating the life, it does not effect it.
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FOREACH_EnabledPlayer( pn2 )
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//For non-enabled players, the life will not get sent.
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//FOREACH_EnabledPlayer( pn )
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//If you do not like my fix, please message me.
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for (pn = 0;pn<NUM_PLAYERS;pn++);
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{
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{
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if( m_pLifeMeter[pn] )
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if( m_pLifeMeter[pn2] )
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NSMAN->m_playerLife[pn] = int(m_pLifeMeter[pn]->GetLife()*10000);
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NSMAN->m_playerLife[pn2] = int(m_pLifeMeter[pn2]->GetLife()*10000);
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}
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}
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}
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}
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/* Set g_CurStageStats.bFailed for failed players. In, FAIL_ARCADE, send
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/* Set g_CurStageStats.bFailed for failed players. In, FAIL_ARCADE, send
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