fix FadeToFail
do FadeToFail for LIFE_TIME
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@@ -1411,7 +1411,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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{
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case STATE_DANCING:
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/* Set STATSMAN->m_CurStageStats.bFailed for failed players. In, FAIL_IMMEDIATE, send
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* SM_BeginFailed if all players failed, and kill dead Oni players. */
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* SM_BeginFailed if all players failed, and kill dead Oni players. */
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FOREACH_EnabledPlayer( pn )
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{
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SongOptions::FailType ft = GAMESTATE->GetPlayerFailType(pn);
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@@ -1436,8 +1436,18 @@ void ScreenGameplay::Update( float fDeltaTime )
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LOG->Trace("Player %d failed", (int)pn);
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STATSMAN->m_CurStageStats.m_player[pn].bFailed = true; // fail
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if( lt == SongOptions::LIFE_BATTERY &&
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ft == SongOptions::FAIL_IMMEDIATE )
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//
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// Check for and do Oni die.
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//
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bool bAllowOniDie = false;
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switch( lt )
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{
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case SongOptions::LIFE_BATTERY:
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case SongOptions::LIFE_TIME:
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bAllowOniDie = true;
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break;
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}
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if( bAllowOniDie && ft == SongOptions::FAIL_IMMEDIATE )
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{
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if( !STATSMAN->m_CurStageStats.AllFailedEarlier() ) // if not the last one to fail
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{
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