if FAIL_OFF, don't set DANGER or DEAD. This means
GameState::AllAreInDangerOrWorse is always false in FAIL_OFF; if emptying the lifebar doesn't fail you, you're not in danger from it.
This commit is contained in:
@@ -1740,15 +1740,11 @@ Premium GameState::GetPremium() const
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bool GameState::IsPlayerInDanger( const PlayerState *pPlayerState ) const
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bool GameState::IsPlayerInDanger( const PlayerState *pPlayerState ) const
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{
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{
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if( GetPlayerFailType(pPlayerState) == SongOptions::FAIL_OFF )
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return false;
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return pPlayerState->m_HealthState == PlayerState::DANGER;
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return pPlayerState->m_HealthState == PlayerState::DANGER;
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}
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}
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bool GameState::IsPlayerDead( const PlayerState *pPlayerState ) const
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bool GameState::IsPlayerDead( const PlayerState *pPlayerState ) const
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{
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{
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if( GetPlayerFailType(pPlayerState) == SongOptions::FAIL_OFF )
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return false;
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return pPlayerState->m_HealthState == PlayerState::DEAD;
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return pPlayerState->m_HealthState == PlayerState::DEAD;
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}
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}
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@@ -1572,7 +1572,8 @@ void ScreenGameplay::Update( float fDeltaTime )
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//
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//
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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{
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{
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if( pi->m_pLifeMeter && pi->m_pLifeMeter->IsFailing() )
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if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != SongOptions::FAIL_OFF &&
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pi->m_pLifeMeter && pi->m_pLifeMeter->IsFailing() )
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{
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{
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pi->GetPlayerState()->m_HealthState = PlayerState::DEAD;
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pi->GetPlayerState()->m_HealthState = PlayerState::DEAD;
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}
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}
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@@ -1580,7 +1581,8 @@ void ScreenGameplay::Update( float fDeltaTime )
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{
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{
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pi->GetPlayerState()->m_HealthState = PlayerState::HOT;
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pi->GetPlayerState()->m_HealthState = PlayerState::HOT;
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}
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}
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else if( pi->m_pLifeMeter && pi->m_pLifeMeter->IsInDanger() )
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else if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != SongOptions::FAIL_OFF &&
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pi->m_pLifeMeter && pi->m_pLifeMeter->IsInDanger() )
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{
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{
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pi->GetPlayerState()->m_HealthState = PlayerState::DANGER;
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pi->GetPlayerState()->m_HealthState = PlayerState::DANGER;
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}
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}
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