revert to investigate life meter not draining
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@@ -291,7 +291,7 @@ void LifeMeterBar::ChangeLife( TapNoteScore score )
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default:
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ASSERT(0);
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}
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if( GAMESTATE->IsPlayerHot(m_PlayerNumber) && score < TNS_GOOD )
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if( IsHot() && score < TNS_GOOD )
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fDeltaLife = -0.10f; // make it take a while to get back to "doing great"
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break;
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case SongOptions::DRAIN_NO_RECOVER:
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@@ -347,7 +347,7 @@ void LifeMeterBar::ChangeLife( HoldNoteScore score, TapNoteScore tscore )
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default:
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ASSERT(0);
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}
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if( GAMESTATE->IsPlayerHot(m_PlayerNumber) && score == HNS_NG )
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if( IsHot() && score == HNS_NG )
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fDeltaLife = -0.10f; // make it take a while to get back to "doing great"
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break;
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case SongOptions::DRAIN_NO_RECOVER:
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@@ -445,11 +445,11 @@ bool LifeMeterBar::IsPastPassmark() const
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{
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if( GAMESTATE->m_pPlayerState[m_PlayerNumber]->m_PlayerOptions.m_fPassmark > 0 )
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{
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return m_fLifePercentage >= GAMESTATE->m_pPlayerState[m_PlayerNumber]->m_PlayerOptions.m_fPassmark;
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return m_fLifePercentage >= GAMESTATE->m_pPlayerState[m_PlayerNumber]->m_PlayerOptions.m_fPassmark;
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}
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else
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{
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return false;
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return false;
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}
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}
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@@ -476,17 +476,13 @@ void LifeMeterBar::Update( float fDeltaTime )
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// HACK: Tweaking these values is very difficulty. Update the
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// "physics" many times so that the spring motion appears faster
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bool bIsDead = GAMESTATE->IsPlayerDead(m_PlayerNumber);
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bool bIsHot = GAMESTATE->IsPlayerHot(m_PlayerNumber);
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for( int i=0; i<10; i++ )
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{
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const float fDelta = m_fLifePercentage - m_fTrailingLifePercentage;
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// Don't apply spring and viscous forces if we're full or empty.
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// Just move straight to either full or empty.
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if( bIsDead || bIsHot )
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if( IsFailing() || IsHot() )
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{
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m_fLifeVelocity = (fDelta / fabsf(fDelta)) * 4;
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}
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@@ -511,10 +507,10 @@ void LifeMeterBar::Update( float fDeltaTime )
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m_fPassingAlpha += IsPastPassmark() ? +fDeltaTime*2 : -fDeltaTime*2;
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CLAMP( m_fPassingAlpha, 0, 1 );
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m_fHotAlpha += bIsHot ? + fDeltaTime*2 : -fDeltaTime*2;
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m_fHotAlpha += IsHot() ? + fDeltaTime*2 : -fDeltaTime*2;
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CLAMP( m_fHotAlpha, 0, 1 );
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if( bIsHot )
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if( IsHot() )
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m_fLifeVelocity = max( 0, m_fLifeVelocity );
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}
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