remove unused CombinedLifeMeter::IsFailing. Nothing uses it, so
it probably doesn't work. Maybe a cleaner way if this is needed would be to have a stub regular LifeMeter that points to CombinedLifeMeter, so we don't need repetitive logic.
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@@ -1564,9 +1564,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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{
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PlayerNumber pn = pi->GetStepsAndTrailIndex();
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if(
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(pi->m_pLifeMeter && pi->m_pLifeMeter->IsFailing()) ||
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(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsFailing(pn)) )
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if( pi->m_pLifeMeter && pi->m_pLifeMeter->IsFailing() )
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{
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pi->GetPlayerState()->m_HealthState = PlayerState::DEAD;
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}
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@@ -1603,8 +1601,6 @@ void ScreenGameplay::Update( float fDeltaTime )
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// check for individual fail
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if( pi->m_pLifeMeter == NULL || !pi->m_pLifeMeter->IsFailing() )
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continue; /* isn't failing */
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if( m_pCombinedLifeMeter && !m_pCombinedLifeMeter->IsFailing(pn) )
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continue; /* isn't failing */
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if( pi->GetPlayerStageStats()->bFailed )
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continue; /* failed and is already dead */
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