Add StageStats::bFailedEarlier, to simplify gameplay logic. This should
fix course weirdness.
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@@ -376,7 +376,7 @@ void LifeMeterBar::ChangeLife( TapNoteScore score )
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CLAMP( m_fLifePercentage, 0, 1 );
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if( m_fLifePercentage <= FAIL_THRESHOLD )
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m_bFailedEarlier = true;
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GAMESTATE->m_CurStageStats.bFailedEarlier[m_PlayerNumber] = true;
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m_fLifeVelocity += fDeltaLife;
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}
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@@ -414,10 +414,6 @@ bool LifeMeterBar::IsFailing()
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return m_fLifePercentage <= 0;
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}
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bool LifeMeterBar::FailedEarlier()
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{
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return m_bFailedEarlier;
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}
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void LifeMeterBar::Update( float fDeltaTime )
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{
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