simplify: danger is danger
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@@ -315,7 +315,7 @@ void LifeMeterBar::Update( float fDeltaTime )
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m_pStream->SetPassingAlpha( m_fPassingAlpha );
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m_pStream->SetPassingAlpha( m_fPassingAlpha );
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m_pStream->SetHotAlpha( m_fHotAlpha );
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m_pStream->SetHotAlpha( m_fHotAlpha );
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if( m_fLifePercentage < DANGER_THRESHOLD && !GAMESTATE->IsPlayerDead(m_pPlayerState) )
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if( m_pPlayerState->m_HealthState == PlayerState::DANGER )
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m_quadDangerGlow.SetDiffuseAlpha( 1 );
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m_quadDangerGlow.SetDiffuseAlpha( 1 );
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else
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else
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m_quadDangerGlow.SetDiffuseAlpha( 0 );
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m_quadDangerGlow.SetDiffuseAlpha( 0 );
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@@ -8,6 +8,7 @@
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#include "StreamDisplay.h"
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#include "StreamDisplay.h"
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#include "GameState.h"
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#include "GameState.h"
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#include "StatsManager.h"
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#include "StatsManager.h"
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#include "PlayerState.h"
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const float FULL_LIFE_SECONDS = 1.5f*60;
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const float FULL_LIFE_SECONDS = 1.5f*60;
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@@ -126,7 +127,7 @@ void LifeMeterTime::ChangeLife( HoldNoteScore hns, TapNoteScore tns )
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bool LifeMeterTime::IsInDanger() const
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bool LifeMeterTime::IsInDanger() const
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{
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{
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return false;
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return m_pStream->GetTrailingLifePercent() < DANGER_THRESHOLD;
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}
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}
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bool LifeMeterTime::IsHot() const
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bool LifeMeterTime::IsHot() const
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@@ -153,7 +154,7 @@ void LifeMeterTime::Update( float fDeltaTime )
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m_pStream->SetPassingAlpha( 0 );
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m_pStream->SetPassingAlpha( 0 );
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m_pStream->SetHotAlpha( 0 );
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m_pStream->SetHotAlpha( 0 );
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if( m_pStream->GetTrailingLifePercent() < DANGER_THRESHOLD && !GAMESTATE->IsPlayerDead(m_pPlayerState) )
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if( m_pPlayerState->m_HealthState == PlayerState::DANGER )
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m_quadDangerGlow.SetDiffuseAlpha( 1 );
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m_quadDangerGlow.SetDiffuseAlpha( 1 );
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else
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else
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m_quadDangerGlow.SetDiffuseAlpha( 0 );
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m_quadDangerGlow.SetDiffuseAlpha( 0 );
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