put fail checks back in STATE_DANCING; otherwise SM_BeginFailed
triggers every frame after failing
This commit is contained in:
@@ -1221,6 +1221,39 @@ void ScreenGameplay::Update( float fDeltaTime )
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m_BeginnerHelper.Update(fDeltaTime);
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//
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// update GameState HealthState
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//
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FOREACH_EnabledPlayer(p)
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{
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if(
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(m_pLifeMeter[p] && m_pLifeMeter[p]->IsFailing()) ||
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(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsFailing(p)) )
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{
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GAMESTATE->m_HealthState[p] = GameState::DEAD;
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}
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else if(
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(m_pLifeMeter[p] && m_pLifeMeter[p]->IsHot()) ||
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(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsHot(p)) )
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{
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GAMESTATE->m_HealthState[p] = GameState::HOT;
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}
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else if(
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(m_pLifeMeter[p] && m_pLifeMeter[p]->IsInDanger()) ||
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(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsInDanger(p)) )
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{
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GAMESTATE->m_HealthState[p] = GameState::DANGER;
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}
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else
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{
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GAMESTATE->m_HealthState[p] = GameState::ALIVE;
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}
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}
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switch( m_DancingState )
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{
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case STATE_DANCING:
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/* Set g_CurStageStats.bFailed for failed players. In, FAIL_IMMEDIATE, send
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* SM_BeginFailed if all players failed, and kill dead Oni players. */
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switch( GAMESTATE->m_SongOptions.m_FailType )
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@@ -1272,40 +1305,6 @@ void ScreenGameplay::Update( float fDeltaTime )
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SCREENMAN->PostMessageToTopScreen( SM_BeginFailed, 0 );
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}
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//
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// update GameState HealthState
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//
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FOREACH_EnabledPlayer(p)
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{
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if(
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(m_pLifeMeter[p] && m_pLifeMeter[p]->IsFailing()) ||
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(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsFailing(p)) )
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{
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GAMESTATE->m_HealthState[p] = GameState::DEAD;
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}
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else if(
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(m_pLifeMeter[p] && m_pLifeMeter[p]->IsHot()) ||
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(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsHot(p)) )
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{
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GAMESTATE->m_HealthState[p] = GameState::HOT;
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}
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else if(
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(m_pLifeMeter[p] && m_pLifeMeter[p]->IsInDanger()) ||
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(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsInDanger(p)) )
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{
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GAMESTATE->m_HealthState[p] = GameState::DANGER;
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}
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else
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{
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GAMESTATE->m_HealthState[p] = GameState::ALIVE;
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}
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}
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switch( m_DancingState )
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{
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case STATE_DANCING:
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//
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// Update living players' alive time
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//
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