Added "progressive stages lifebar" support
Fixed bug where final stage wasn't really at full difficulty
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@@ -710,10 +710,22 @@ void ScreenGameplay::LoadNextSong()
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if( GAMESTATE->m_SongOptions.m_LifeType==SongOptions::LIFE_BATTERY && GAMESTATE->m_CurStageStats.bFailed[p] ) // already failed
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ShowOniGameOver((PlayerNumber)p);
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if( GAMESTATE->m_SongOptions.m_LifeType==SongOptions::LIFE_BAR && GAMESTATE->m_PlayMode == PLAY_MODE_ARCADE && !PREFSMAN->m_bEventMode )
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{
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m_pLifeMeter[p]->UpdateNonstopLifebar(
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GAMESTATE->GetStageIndex(),
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PREFSMAN->m_iNumArcadeStages,
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PREFSMAN->m_iProgressiveStageLifebar);
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}
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if( GAMESTATE->m_SongOptions.m_LifeType==SongOptions::LIFE_BAR && GAMESTATE->m_PlayMode == PLAY_MODE_NONSTOP )
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{
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LOG->Trace("Song %d of %d", GAMESTATE->GetCourseSongIndex(), GAMESTATE->m_pCurCourse->GetEstimatedNumStages() );
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m_pLifeMeter[p]->UpdateNonstopLifebar(GAMESTATE->GetCourseSongIndex(), GAMESTATE->m_pCurCourse->GetEstimatedNumStages(), PREFSMAN->m_iProgressiveNonstopLifebar);
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LOG->Trace("Song %d of %d",
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GAMESTATE->GetCourseSongIndex(),
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GAMESTATE->m_pCurCourse->GetEstimatedNumStages() );
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m_pLifeMeter[p]->UpdateNonstopLifebar(
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GAMESTATE->GetCourseSongIndex(),
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GAMESTATE->m_pCurCourse->GetEstimatedNumStages(),
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PREFSMAN->m_iProgressiveNonstopLifebar);
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}
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m_DifficultyIcon[p].SetFromNotes( PlayerNumber(p), GAMESTATE->m_pCurNotes[p] );
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