const fixes
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@@ -31,9 +31,9 @@ public:
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* received for the initial tap note. */
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virtual void ChangeLife( HoldNoteScore score, TapNoteScore tscore ) = 0;
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virtual void OnDancePointsChange() = 0; // look in GAMESTATE and update the display
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virtual bool IsInDanger() = 0;
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virtual bool IsHot() = 0;
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virtual bool IsFailing() = 0;
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virtual bool IsInDanger() const = 0;
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virtual bool IsHot() const = 0;
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virtual bool IsFailing() const = 0;
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virtual float GetLife() const { return 0; } // for cosmetic use only
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virtual void UpdateNonstopLifebar(int cleared, int total, int ProgressiveLifebarDifficulty) = 0;
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@@ -412,17 +412,17 @@ void LifeMeterBar::AfterLifeChanged()
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}
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bool LifeMeterBar::IsHot()
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bool LifeMeterBar::IsHot() const
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{
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return m_fLifePercentage >= 1;
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}
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bool LifeMeterBar::IsInDanger()
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bool LifeMeterBar::IsInDanger() const
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{
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return m_fLifePercentage < g_fDangerThreshold;
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}
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bool LifeMeterBar::IsFailing()
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bool LifeMeterBar::IsFailing() const
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{
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return m_fLifePercentage <= 0;
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}
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@@ -32,9 +32,9 @@ public:
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virtual void ChangeLife( HoldNoteScore score, TapNoteScore tscore );
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virtual void AfterLifeChanged();
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virtual void OnDancePointsChange() {}; // this life meter doesn't care
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virtual bool IsInDanger();
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virtual bool IsHot();
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virtual bool IsFailing();
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virtual bool IsInDanger() const;
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virtual bool IsHot() const;
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virtual bool IsFailing() const;
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virtual float GetLife() const { return m_fLifePercentage; }
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void UpdateNonstopLifebar(int cleared, int total, int ProgressiveLifebarDifficulty);
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@@ -140,17 +140,17 @@ void LifeMeterBattery::OnDancePointsChange()
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}
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bool LifeMeterBattery::IsInDanger()
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bool LifeMeterBattery::IsInDanger() const
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{
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return false;
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}
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bool LifeMeterBattery::IsHot()
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bool LifeMeterBattery::IsHot() const
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{
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return false;
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}
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bool LifeMeterBattery::IsFailing()
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bool LifeMeterBattery::IsFailing() const
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{
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return GAMESTATE->m_CurStageStats.bFailedEarlier[m_PlayerNumber];
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}
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@@ -32,9 +32,9 @@ public:
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virtual void ChangeLife( TapNoteScore score );
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virtual void ChangeLife( HoldNoteScore score, TapNoteScore tscore );
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virtual void OnDancePointsChange(); // look in GAMESTATE and update the display
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virtual bool IsInDanger();
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virtual bool IsHot();
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virtual bool IsFailing();
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virtual bool IsInDanger() const;
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virtual bool IsHot() const;
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virtual bool IsFailing() const;
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virtual void UpdateNonstopLifebar(int cleared, int total, int ProgressiveLifebarDifficulty) { };
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