change a metric
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@@ -25,7 +25,8 @@ LifeMeterBar::LifeMeterBar()
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HOT_VALUE.Load ("LifeMeterBar","HotValue");
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LIFE_MULTIPLIER.Load ( "LifeMeterBar","LifeMultiplier");
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MIN_STAY_ALIVE.Load ("LifeMeterBar","MinStayAlive");
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EXTRA_STAGE_FRESH_BAR.Load ("LifeMeterBar","ExtraStageFreshBar");
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FORCE_LIFE_DIFFICULTY_ON_EXTRA_STAGE.Load ("LifeMeterBar","ForceLifeDifficultyOnExtraStage");
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EXTRA_STAGE_LIFE_DIFFICULTY.Load ("LifeMeterBar","ExtraStageLifeDifficulty");
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m_fLifePercentChange.Load( "LifeMeterBar", LIFE_PERCENT_CHANGE_NAME, NUM_ScoreEvent );
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m_pPlayerState = NULL;
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@@ -307,14 +308,14 @@ void LifeMeterBar::UpdateNonstopLifebar()
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// if (iCleared > iTotal) iCleared = iTotal; // clear/iTotal <= 1
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// if (iTotal == 0) iTotal = 1; // no division by 0
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if( GAMESTATE->IsAnExtraStage() && EXTRA_STAGE_FRESH_BAR )
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if( GAMESTATE->IsAnExtraStage() && FORCE_LIFE_DIFFICULTY_ON_EXTRA_STAGE )
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{
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// extra stage is its own thing, should not be progressive
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// and it should be as difficult as life 4
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// (e.g. it should not depend on life settings)
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m_iProgressiveLifebar = 0;
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m_fLifeDifficulty = 1.0f;
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m_fLifeDifficulty = EXTRA_STAGE_LIFE_DIFFICULTY;
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return;
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}
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