remove never used ForceFail
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@@ -34,7 +34,6 @@ public:
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virtual bool IsFailing() const = 0;
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virtual float GetLife() const { return 0; } // for cosmetic use only
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virtual void UpdateNonstopLifebar(int cleared, int total, int ProgressiveLifebarDifficulty) = 0;
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virtual void ForceFail() = 0;
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static LifeMeter *MakeLifeMeter( SongOptions::LifeType t );
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@@ -421,13 +421,6 @@ void LifeMeterBar::FillForHowToPlay( int NumW2s, int NumMisses )
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AfterLifeChanged();
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}
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void LifeMeterBar::ForceFail()
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{
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m_fLifePercentage = 0;
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AfterLifeChanged();
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}
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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@@ -29,7 +29,6 @@ public:
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virtual bool IsHot() const;
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virtual bool IsFailing() const;
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virtual float GetLife() const { return m_fLifePercentage; }
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virtual void ForceFail();
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void UpdateNonstopLifebar(int cleared, int total, int ProgressiveLifebarDifficulty);
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void FillForHowToPlay(int NumT2s, int NumMisses);
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@@ -166,12 +166,6 @@ float LifeMeterBattery::GetLife() const
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return float(m_iLivesLeft) / GAMESTATE->m_SongOptions.GetSong().m_iBatteryLives;
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}
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void LifeMeterBattery::ForceFail()
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{
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m_iLivesLeft = 0;
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Refresh();
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}
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void LifeMeterBattery::Refresh()
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{
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if( m_iLivesLeft <= 4 )
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@@ -29,7 +29,6 @@ public:
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virtual bool IsFailing() const;
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virtual float GetLife() const;
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virtual void UpdateNonstopLifebar(int cleared, int total, int ProgressiveLifebarDifficulty) { };
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virtual void ForceFail();
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void Refresh();
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@@ -171,11 +171,6 @@ float LifeMeterTime::GetLife() const
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return fPercent;
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}
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void LifeMeterTime::ForceFail()
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{
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m_fLifeTotalLostSeconds = m_fLifeTotalGainedSeconds + 100;
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}
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float LifeMeterTime::GetLifeSeconds() const
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{
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float fSecs = m_fLifeTotalGainedSeconds - (m_fLifeTotalLostSeconds + STATSMAN->m_CurStageStats.fStepsSeconds);
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@@ -31,7 +31,6 @@ public:
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virtual bool IsFailing() const;
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virtual float GetLife() const;
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virtual void UpdateNonstopLifebar(int cleared, int total, int ProgressiveLifebarDifficulty) { };
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virtual void ForceFail();
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private:
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float GetLifeSeconds() const;
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