We have:
LifeMeter->IsFailing()
-- whether the player would fail if a failure check was made right now
bFailedEarlier
-- whether the player was failing at some point
bFailed
-- whether the player actually failed
bFailedEarlier is set even in FailOff, but other than that the two
are identical. Most of the time, use bFailed; in FailOff, the player
should never fail, so bFailedEarlier should be meaningless.
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@@ -926,7 +926,7 @@ bool BackgroundImpl::IsDangerAllVisible()
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/* Don't show it if everyone is already failing: it's already too late and it's
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* annoying for it to show for the entire duration of a song. */
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if( STATSMAN->m_CurStageStats.AllFailedEarlier() )
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if( STATSMAN->m_CurStageStats.AllFailed() )
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return false;
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if( !GAMESTATE->AllAreInDangerOrWorse() )
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