cleanup
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@@ -325,11 +325,6 @@ void LifeMeterBar::Update( float fDeltaTime )
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}
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void LifeMeterBar::DrawPrimitives()
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{
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ActorFrame::DrawPrimitives();
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}
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void LifeMeterBar::UpdateNonstopLifebar()
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{
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int iCleared, iTotal, iProgressiveLifebarDifficulty;
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@@ -366,16 +361,6 @@ void LifeMeterBar::UpdateNonstopLifebar()
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return;
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}
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// should be checked before calling function, but in case
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// it isn't, do so here
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/* No, wait: if we're playing nonstop, event mode just means that we can play another
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* nonstop course later, so it shouldn't affect life difficulty. */
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/* if (GAMESTATE->GetEventMode())
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{
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m_fLifeDifficulty = m_fBaseLifeDifficulty;
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return;
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} */
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if( iTotal > 1 )
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m_fLifeDifficulty = m_fBaseLifeDifficulty - 0.2f * (int)(iProgressiveLifebarDifficulty * iCleared / (iTotal - 1));
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else
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@@ -414,20 +399,20 @@ void LifeMeterBar::UpdateNonstopLifebar()
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// about 20% of your lifebar); at 0.2 it would be 40%, which
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// is too harsh at one difficulty level higher. Override.
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int m_iLifeDifficulty = int( (1.8f - m_fLifeDifficulty)/0.2f );
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int iLifeDifficulty = int( (1.8f - m_fLifeDifficulty)/0.2f );
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// first eight values don't matter
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float DifficultyValues[16] = {0,0,0,0,0,0,0,0,
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float fDifficultyValues[16] = {0,0,0,0,0,0,0,0,
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0.3f, 0.25f, 0.2f, 0.16f, 0.14f, 0.12f, 0.10f, 0.08f};
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if( m_iLifeDifficulty >= 16 )
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if( iLifeDifficulty >= 16 )
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{
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// judge 16 or higher
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m_fLifeDifficulty = 0.04f;
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return;
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}
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m_fLifeDifficulty = DifficultyValues[m_iLifeDifficulty];
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m_fLifeDifficulty = fDifficultyValues[iLifeDifficulty];
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return;
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}
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@@ -17,7 +17,6 @@ public:
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virtual void Load( const PlayerState *pPlayerState, PlayerStageStats *pPlayerStageStats );
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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virtual void ChangeLife( TapNoteScore score );
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virtual void ChangeLife( HoldNoteScore score, TapNoteScore tscore );
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