simplify m_fPassmark. Use with FailAtEnd.
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@@ -284,7 +284,7 @@ bool LifeMeterBar::IsInDanger() const
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bool LifeMeterBar::IsFailing() const
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bool LifeMeterBar::IsFailing() const
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{
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{
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return m_fLifePercentage <= 0;
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return m_fLifePercentage <= m_pPlayerState->m_PlayerOptions.GetCurrent().m_fPassmark;
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}
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}
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@@ -2317,16 +2317,6 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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{
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{
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/* If either player's passmark is enabled, check it. */
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if( pi->GetPlayerState()->m_PlayerOptions.GetCurrent().m_fPassmark > 0 &&
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pi->m_pLifeMeter &&
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pi->m_pLifeMeter->GetLife() < pi->GetPlayerState()->m_PlayerOptions.GetCurrent().m_fPassmark )
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{
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LOG->Trace("Player %i failed: life %f is under %f",
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pi->GetPlayerStateAndStageStatsIndex()+1, pi->m_pLifeMeter->GetLife(), pi->GetPlayerState()->m_PlayerOptions.GetCurrent().m_fPassmark );
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pi->GetPlayerStageStats()->bFailed = true;
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}
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/* Mark failure. */
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/* Mark failure. */
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if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != SongOptions::FAIL_OFF &&
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if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != SongOptions::FAIL_OFF &&
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(pi->m_pLifeMeter && pi->m_pLifeMeter->IsFailing()) )
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(pi->m_pLifeMeter && pi->m_pLifeMeter->IsFailing()) )
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