cleanup
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@@ -1,6 +1,7 @@
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#include "global.h"
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#include "LifeMeterBar.h"
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#include "PrefsManager.h"
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#include "RageLog.h"
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#include "RageTimer.h"
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#include "GameState.h"
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#include "RageMath.h"
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@@ -13,7 +14,7 @@
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#include "ActorUtil.h"
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#include "StreamDisplay.h"
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#include "Steps.h"
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#include "Course.h"
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static void LifePercentChangeInit( size_t /*ScoreEvent*/ i, RString &sNameOut, float &defaultValueOut )
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{
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@@ -328,11 +329,10 @@ void LifeMeterBar::DrawPrimitives()
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{
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ActorFrame::DrawPrimitives();
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}
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#include "RageLog.h"
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#include "Course.h"
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void LifeMeterBar::UpdateNonstopLifebar()
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{
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int cleared, total, ProgressiveLifebarDifficulty;
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int iCleared, iTotal, iProgressiveLifebarDifficulty;
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switch( GAMESTATE->m_PlayMode )
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{
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@@ -340,21 +340,21 @@ void LifeMeterBar::UpdateNonstopLifebar()
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if( GAMESTATE->IsEventMode() || GAMESTATE->m_bDemonstrationOrJukebox )
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return;
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cleared = GAMESTATE->GetStageIndex();
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total = PREFSMAN->m_iSongsPerPlay;
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ProgressiveLifebarDifficulty = PREFSMAN->m_iProgressiveStageLifebar;
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iCleared = GAMESTATE->GetStageIndex();
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iTotal = PREFSMAN->m_iSongsPerPlay;
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iProgressiveLifebarDifficulty = PREFSMAN->m_iProgressiveStageLifebar;
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break;
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case PLAY_MODE_NONSTOP:
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cleared = GAMESTATE->GetCourseSongIndex();
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total = GAMESTATE->m_pCurCourse->GetEstimatedNumStages();
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ProgressiveLifebarDifficulty = PREFSMAN->m_iProgressiveNonstopLifebar;
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iCleared = GAMESTATE->GetCourseSongIndex();
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iTotal = GAMESTATE->m_pCurCourse->GetEstimatedNumStages();
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iProgressiveLifebarDifficulty = PREFSMAN->m_iProgressiveNonstopLifebar;
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break;
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default:
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return;
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}
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// if (cleared > total) cleared = total; // clear/total <= 1
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// if (total == 0) total = 1; // no division by 0
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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() )
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{ // extra stage is its own thing, should not be progressive
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@@ -376,10 +376,10 @@ void LifeMeterBar::UpdateNonstopLifebar()
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return;
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} */
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if( total > 1 )
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m_fLifeDifficulty = m_fBaseLifeDifficulty - 0.2f * (int)(ProgressiveLifebarDifficulty * cleared / (total - 1));
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if( iTotal > 1 )
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m_fLifeDifficulty = m_fBaseLifeDifficulty - 0.2f * (int)(iProgressiveLifebarDifficulty * iCleared / (iTotal - 1));
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else
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m_fLifeDifficulty = m_fBaseLifeDifficulty - 0.2f * ProgressiveLifebarDifficulty;
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m_fLifeDifficulty = m_fBaseLifeDifficulty - 0.2f * iProgressiveLifebarDifficulty;
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if( m_fLifeDifficulty >= 0.4f )
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return;
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