Force minimal time gain for survival.
Granted, don't think the course mode works yet.
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@@ -377,9 +377,9 @@ DancePointsP2OffCommand=
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[LifeMeterTime]
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[LifeMeterTime]
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DangerThreshold=0.3
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DangerThreshold=0.3
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InitialValue=0.5
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InitialValue=0.5
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#
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MeterWidth=0.0
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MeterWidth=0.0
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MeterHeight=0.0
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MeterHeight=0.0
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MinLifeTime=1.0
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[LyricDisplay]
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[LyricDisplay]
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LyricFrontChangedCommand=LyricCommand,"Front"
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LyricFrontChangedCommand=LyricCommand,"Front"
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@@ -17,6 +17,7 @@ static ThemeMetric<float> METER_WIDTH ("LifeMeterTime","MeterWidth");
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static ThemeMetric<float> METER_HEIGHT ("LifeMeterTime","MeterHeight");
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static ThemeMetric<float> METER_HEIGHT ("LifeMeterTime","MeterHeight");
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static ThemeMetric<float> DANGER_THRESHOLD ("LifeMeterTime","DangerThreshold");
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static ThemeMetric<float> DANGER_THRESHOLD ("LifeMeterTime","DangerThreshold");
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static ThemeMetric<float> INITIAL_VALUE ("LifeMeterTime","InitialValue");
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static ThemeMetric<float> INITIAL_VALUE ("LifeMeterTime","InitialValue");
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static ThemeMetric<float> MIN_LIFE_TIME ("LifeMeterTime","MinLifeTime");
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static const float g_fTimeMeterSecondsChangeInit[] =
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static const float g_fTimeMeterSecondsChangeInit[] =
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{
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{
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@@ -92,7 +93,10 @@ void LifeMeterTime::OnLoadSong()
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ASSERT( pCourse );
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ASSERT( pCourse );
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float fOldLife = m_fLifeTotalLostSeconds;
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float fOldLife = m_fLifeTotalLostSeconds;
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m_fLifeTotalGainedSeconds += pCourse->m_vEntries[GAMESTATE->GetCourseSongIndex()].fGainSeconds;
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float fGainSeconds = pCourse->m_vEntries[GAMESTATE->GetCourseSongIndex()].fGainSeconds;
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if( MIN_LIFE_TIME > fGainSeconds )
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fGainSeconds = MIN_LIFE_TIME;
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m_fLifeTotalGainedSeconds += fGainSeconds;
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m_soundGainLife.Play();
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m_soundGainLife.Play();
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SendLifeChangedMessage( fOldLife, TapNoteScore_Invalid, HoldNoteScore_Invalid );
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SendLifeChangedMessage( fOldLife, TapNoteScore_Invalid, HoldNoteScore_Invalid );
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}
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}
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