fix SuddenDeath being scaled by LifeDifficulty by instead just not scaling it.
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@@ -1,5 +1,6 @@
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local c;
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local c;
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local cf;
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local cf;
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local canAnimate = false;
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local player = Var "Player";
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local player = Var "Player";
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local ShowComboAt = THEME:GetMetric("Combo", "ShowComboAt");
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local ShowComboAt = THEME:GetMetric("Combo", "ShowComboAt");
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local Pulse = THEME:GetMetric("Combo", "PulseCommand");
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local Pulse = THEME:GetMetric("Combo", "PulseCommand");
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@@ -134,6 +134,10 @@ t[#t+1] = Def.ActorFrame {
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end;
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end;
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JudgmentMessageCommand=function(self, param)
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JudgmentMessageCommand=function(self, param)
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-- Fix Player Combo animating when player successfully avoids a mine.
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local msgParam = param;
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MESSAGEMAN:Broadcast("TestJudgment",msgParam);
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--
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if param.Player ~= player then return end;
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if param.Player ~= player then return end;
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if param.HoldNoteScore then return end;
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if param.HoldNoteScore then return end;
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@@ -221,6 +221,14 @@ void LifeMeterBar::ChangeLife( float fDeltaLife )
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fDeltaLife *= m_fLifeDifficulty;
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fDeltaLife *= m_fLifeDifficulty;
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else
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else
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fDeltaLife /= m_fLifeDifficulty;
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fDeltaLife /= m_fLifeDifficulty;
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break;
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case SongOptions::DRAIN_SUDDEN_DEATH:
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// This should always -1.0f;
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if( fDeltaLife < 0 )
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fDeltaLife = -1.0f;
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else
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fDeltaLife = 0;
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break;
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default:
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default:
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break;
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break;
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}
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}
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