separate roll window
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@@ -462,7 +462,7 @@ void Player::Update( float fDeltaTime )
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// give positive life in Step(), not here.
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// give positive life in Step(), not here.
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// Decrease life
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// Decrease life
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fLife -= fDeltaTime/ADJUSTED_WINDOW(OK);
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fLife -= fDeltaTime/ADJUSTED_WINDOW(Roll);
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fLife = max( fLife, 0 ); // clamp
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fLife = max( fLife, 0 ); // clamp
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break;
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break;
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default:
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default:
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@@ -1043,9 +1043,6 @@ void Player::HandleStep( int col, const RageTimer &tm, bool bHeld )
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if( hns != HNS_NONE ) // if this HoldNote already has a result
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if( hns != HNS_NONE ) // if this HoldNote already has a result
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continue; // we don't need to update the logic for this one
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continue; // we don't need to update the logic for this one
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// TODO: Remove use of PlayerNumber.
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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// if they got a bad score or haven't stepped on the corresponding tap yet
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// if they got a bad score or haven't stepped on the corresponding tap yet
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const TapNoteScore tns = tn.result.tns;
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const TapNoteScore tns = tn.result.tns;
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const bool bSteppedOnTapNote = tns != TNS_NONE && tns != TNS_MISS; // did they step on the start of this roll?
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const bool bSteppedOnTapNote = tns != TNS_NONE && tns != TNS_MISS; // did they step on the start of this roll?
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