move AllHumanHaveComboOf30OrMoreMisses into StageStats
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@@ -1684,14 +1684,6 @@ bool GameState::AllAreInDangerOrWorse() const
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return true;
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}
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bool GameState::AllHumanHaveComboOf30OrMoreMisses() const
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{
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FOREACH_HumanPlayer( p )
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if( STATSMAN->m_CurStageStats.m_player[p].m_iCurMissCombo < 30 )
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return false;
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return true;
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}
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bool GameState::OneIsHot() const
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{
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FOREACH_EnabledPlayer( p )
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@@ -191,7 +191,6 @@ public:
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float GetSongPercent( float beat ) const;
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bool AllAreInDangerOrWorse() const;
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bool AllHumanHaveComboOf30OrMoreMisses() const;
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bool OneIsHot() const;
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// used in PLAY_MODE_BATTLE
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@@ -1723,14 +1723,15 @@ void ScreenGameplay::Update( float fDeltaTime )
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// update give up
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//
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bool bGiveUpTimerFired = !m_GiveUpTimer.IsZero() && m_GiveUpTimer.Ago() > 2.5f;
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if( bGiveUpTimerFired || (FAIL_AFTER_30_MISSES && GAMESTATE->AllHumanHaveComboOf30OrMoreMisses()) )
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bool bAllHumanHaveComboOf30OrMoreMisses = STATSMAN->m_CurStageStats.AllHumanHaveComboOf30OrMoreMisses();
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if( bGiveUpTimerFired || (FAIL_AFTER_30_MISSES && bAllHumanHaveComboOf30OrMoreMisses) )
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{
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// Give up
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STATSMAN->m_CurStageStats.m_bGaveUp = true;
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FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi )
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{
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pi->GetPlayerStageStats()->m_bFailed |= GAMESTATE->AllHumanHaveComboOf30OrMoreMisses();
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pi->GetPlayerStageStats()->m_bFailed |= bAllHumanHaveComboOf30OrMoreMisses;
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}
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AbortGiveUp( false );
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@@ -311,6 +311,14 @@ bool StageStats::PlayerHasHighScore( PlayerNumber pn ) const
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return false;
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}
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bool StageStats::AllHumanHaveComboOf30OrMoreMisses() const
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{
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FOREACH_HumanPlayer( p )
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if( m_player[p].m_iCurMissCombo < 30 )
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return false;
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return true;
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}
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// lua start
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#include "LuaBinding.h"
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@@ -52,6 +52,7 @@ public:
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void CommitScores( bool bSummary );
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bool PlayerHasHighScore( PlayerNumber pn ) const;
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bool AllHumanHaveComboOf30OrMoreMisses() const;
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// Lua
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void PushSelf( lua_State *L );
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