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.
This commit is contained in:
@@ -19,7 +19,6 @@ public:
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/* Change life after receiving a hold note grade. tscore is the score
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/* Change life after receiving a hold note grade. tscore is the score
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* received for the initial tap note. */
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* received for the initial tap note. */
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virtual void ChangeLife( PlayerNumber pn, HoldNoteScore hns, TapNoteScore tns ) = 0;
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virtual void ChangeLife( PlayerNumber pn, HoldNoteScore hns, TapNoteScore tns ) = 0;
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virtual bool IsFailing( PlayerNumber pn ) = 0;
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virtual void OnTaunt() {};
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virtual void OnTaunt() {};
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};
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};
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@@ -15,7 +15,6 @@ public:
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virtual void ChangeLife( PlayerNumber pn, TapNoteScore score );
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virtual void ChangeLife( PlayerNumber pn, TapNoteScore score );
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virtual void ChangeLife( PlayerNumber pn, HoldNoteScore score, TapNoteScore tscore );
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virtual void ChangeLife( PlayerNumber pn, HoldNoteScore score, TapNoteScore tscore );
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virtual bool IsFailing( PlayerNumber pn ) { return false; };
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protected:
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protected:
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void ChangeLife( PlayerNumber pn, float fPercentToMove );
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void ChangeLife( PlayerNumber pn, float fPercentToMove );
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@@ -1564,9 +1564,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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{
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{
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PlayerNumber pn = pi->GetStepsAndTrailIndex();
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PlayerNumber pn = pi->GetStepsAndTrailIndex();
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if(
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if( pi->m_pLifeMeter && pi->m_pLifeMeter->IsFailing() )
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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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{
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{
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pi->GetPlayerState()->m_HealthState = PlayerState::DEAD;
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pi->GetPlayerState()->m_HealthState = PlayerState::DEAD;
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}
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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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// check for individual fail
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if( pi->m_pLifeMeter == NULL || !pi->m_pLifeMeter->IsFailing() )
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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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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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if( pi->GetPlayerStageStats()->bFailed )
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continue; /* failed and is already dead */
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continue; /* failed and is already dead */
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