separate fail types per player. Now FailType adjustments based on Difficulty only affect the relevant players.
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@@ -597,10 +597,10 @@ void Background::Update( float fDeltaTime )
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FOREACH_PlayerNumber( p )
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{
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if( IsDangerPlayerVisible(p) )
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if( GAMESTATE->IsPlayerInDanger(p) )
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m_DangerPlayer[p].Update( fDeltaTime );
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if( IsDeadPlayerVisible(p) )
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if( GAMESTATE->IsPlayerDead(p) )
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m_DeadPlayer[p].Update( fDeltaTime );
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}
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@@ -652,9 +652,9 @@ void Background::DrawPrimitives()
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FOREACH_PlayerNumber( p )
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{
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if( IsDangerPlayerVisible(p) )
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if( GAMESTATE->IsPlayerInDanger(p) )
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m_DangerPlayer[p].Draw();
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if( IsDeadPlayerVisible(p) )
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if( GAMESTATE->IsPlayerDead(p) )
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m_DeadPlayer[p].Draw();
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}
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}
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@@ -667,8 +667,9 @@ void Background::DrawPrimitives()
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bool Background::IsDangerAllVisible()
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{
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if( GAMESTATE->m_SongOptions.m_FailType == SongOptions::FAIL_OFF )
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return false;
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FOREACH_PlayerNumber( p )
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if( GAMESTATE->GetPlayerFailType(p) == SongOptions::FAIL_OFF )
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return false;
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if( !PREFSMAN->m_bShowDanger )
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return false;
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@@ -686,23 +687,6 @@ bool Background::IsDangerAllVisible()
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return true;
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}
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bool Background::IsDangerPlayerVisible( PlayerNumber pn )
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{
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if( GAMESTATE->m_SongOptions.m_FailType == SongOptions::FAIL_OFF )
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return false;
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if( !PREFSMAN->m_bShowDanger )
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return false;
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return GAMESTATE->m_pPlayerState[pn]->m_HealthState == PlayerState::DANGER;
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}
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bool Background::IsDeadPlayerVisible( PlayerNumber pn )
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{
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if( GAMESTATE->m_SongOptions.m_FailType == SongOptions::FAIL_OFF )
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return false;
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return GAMESTATE->m_pPlayerState[pn]->m_HealthState == PlayerState::DEAD;
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}
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BrightnessOverlay::BrightnessOverlay()
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{
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float fQuadWidth = (RIGHT_EDGE-LEFT_EDGE)/2;
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