more fixes to Oni and courses
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@@ -50,7 +50,7 @@ LifeMeterBattery::LifeMeterBattery()
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m_textPercent.Load( THEME->GetPathTo(FONT_SCORE_NUMBERS) );
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m_textPercent.TurnShadowOff();
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m_textPercent.SetZoom( 0.7f );
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m_textPercent.SetText( "0.00" );
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m_textPercent.SetText( "00.0" );
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this->AddSubActor( &m_textPercent );
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m_soundGainLife.Load( THEME->GetPathTo(SOUND_GAMEPLAY_ONI_GAIN_LIFE) );
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@@ -97,8 +97,12 @@ void LifeMeterBattery::ChangeLife( TapNoteScore score )
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for( int i=0; i<GAMESTATE->m_aGameplayStatistics.GetSize(); i++ )
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iActualDancePoints += GAMESTATE->m_aGameplayStatistics[i].iActualDancePoints[m_PlayerNumber];
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int iPossibleDancePoints = GAMESTATE->m_iCoursePossibleDancePoints;
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float fPercentDancePoints = iActualDancePoints / (float)iPossibleDancePoints + 0.0001f; // correct for rounding errors
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m_textPercent.SetText( ssprintf("%1.2f", fPercentDancePoints) );
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float fPercentDancePoints = iActualDancePoints / (float)iPossibleDancePoints + 0.001f; // correct for rounding errors
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float fNumToDisplay = fPercentDancePoints*100;
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CString sNumToDisplay = ssprintf("%03.1f", fNumToDisplay);
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if( sNumToDisplay.GetLength() == 3 )
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sNumToDisplay = "0" + sNumToDisplay;
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m_textPercent.SetText( sNumToDisplay );
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}
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switch( score )
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