don't update alive time for dead players
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@@ -779,10 +779,10 @@ void ScreenGameplay::Update( float fDeltaTime )
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{
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{
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case STATE_DANCING:
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case STATE_DANCING:
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//
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//
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// Update players' alive time
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// Update living players' alive time
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//
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//
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for( pn=0; pn<NUM_PLAYERS; pn++ )
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for( pn=0; pn<NUM_PLAYERS; pn++ )
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if( GAMESTATE->IsPlayerEnabled(pn) )
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if( GAMESTATE->IsPlayerEnabled(pn) && !GAMESTATE->m_CurStageStats.bFailed[pn])
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GAMESTATE->m_CurStageStats.fAliveSeconds [pn] += fDeltaTime;
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GAMESTATE->m_CurStageStats.fAliveSeconds [pn] += fDeltaTime;
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//
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//
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