remove bFailedEarlier
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@@ -254,7 +254,7 @@ void LifeMeterBar::ChangeLife( float fDeltaLife )
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break;
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}
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// check if this step would cause a fail
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// check if this step would empty the bar
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if( m_fLifePercentage + fDeltaLife <= 0 && m_fLifePercentage > 0 )
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{
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/* Increase by m_iRegenComboAfterFail; never push it beyond m_iMaxRegenComboAfterFail
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@@ -267,9 +267,6 @@ void LifeMeterBar::ChangeLife( float fDeltaLife )
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m_fLifePercentage += fDeltaLife;
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CLAMP( m_fLifePercentage, 0, 1 );
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AfterLifeChanged();
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if( m_fLifePercentage <= 0 )
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m_pPlayerStageStats->bFailedEarlier = true;
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}
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void LifeMeterBar::AfterLifeChanged()
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@@ -297,7 +294,7 @@ bool LifeMeterBar::IsInDanger() const
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bool LifeMeterBar::IsFailing() const
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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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@@ -64,7 +64,7 @@ void LifeMeterBattery::Load( const PlayerState *pPlayerState, PlayerStageStats *
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void LifeMeterBattery::OnSongEnded()
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{
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if( m_pPlayerStageStats->bFailed || m_pPlayerStageStats->bFailedEarlier )
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if( m_pPlayerStageStats->bFailed || m_iLivesLeft == 0 )
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return;
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if( m_iLivesLeft < GAMESTATE->m_SongOptions.GetSong().m_iBatteryLives )
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@@ -89,7 +89,7 @@ void LifeMeterBattery::OnSongEnded()
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void LifeMeterBattery::ChangeLife( TapNoteScore score )
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{
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if( m_pPlayerStageStats->bFailedEarlier )
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if( m_iLivesLeft == 0 )
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return;
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switch( score )
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@@ -116,8 +116,6 @@ void LifeMeterBattery::ChangeLife( TapNoteScore score )
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default:
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ASSERT(0);
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}
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if( m_iLivesLeft == 0 )
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m_pPlayerStageStats->bFailedEarlier = true;
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}
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void LifeMeterBattery::ChangeLife( HoldNoteScore score, TapNoteScore tscore )
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@@ -150,7 +148,7 @@ bool LifeMeterBattery::IsHot() const
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bool LifeMeterBattery::IsFailing() const
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{
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return m_pPlayerStageStats->bFailedEarlier;
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return m_iLivesLeft == 0;
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}
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float LifeMeterBattery::GetLife() const
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@@ -71,7 +71,7 @@ void LifeMeterTime::Load( const PlayerState *pPlayerState, PlayerStageStats *pPl
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void LifeMeterTime::OnLoadSong()
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{
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if( m_pPlayerStageStats->bFailedEarlier )
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if( GetLifeSeconds() <= 0 )
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return;
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Course* pCourse = GAMESTATE->m_pCurCourse;
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@@ -84,7 +84,7 @@ void LifeMeterTime::OnLoadSong()
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void LifeMeterTime::ChangeLife( TapNoteScore tns )
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{
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if( m_pPlayerStageStats->bFailedEarlier )
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if( GetLifeSeconds() <= 0 )
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return;
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float fMeterChange = 0;
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@@ -101,14 +101,11 @@ void LifeMeterTime::ChangeLife( TapNoteScore tns )
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}
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m_fLifeTotalLostSeconds -= fMeterChange;
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if( GetLifeSeconds() <= 0 )
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m_pPlayerStageStats->bFailedEarlier = true;
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}
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void LifeMeterTime::ChangeLife( HoldNoteScore hns, TapNoteScore tns )
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{
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if( m_pPlayerStageStats->bFailedEarlier )
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if( GetLifeSeconds() <= 0 )
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return;
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float fMeterChange = 0;
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@@ -120,9 +117,6 @@ void LifeMeterTime::ChangeLife( HoldNoteScore hns, TapNoteScore tns )
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}
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m_fLifeTotalLostSeconds -= fMeterChange;
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if( GetLifeSeconds() <= 0 )
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m_pPlayerStageStats->bFailedEarlier = true;
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}
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bool LifeMeterTime::IsInDanger() const
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@@ -137,7 +131,7 @@ bool LifeMeterTime::IsHot() const
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bool LifeMeterTime::IsFailing() const
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{
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return m_pPlayerStageStats->bFailedEarlier;
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return GetLifeSeconds() <= 0;
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}
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void LifeMeterTime::Update( float fDeltaTime )
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@@ -24,7 +24,6 @@ void PlayerStageStats::Init()
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vpPossibleSteps.clear();
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fAliveSeconds = 0;
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bFailed = false;
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bFailedEarlier = false;
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iPossibleDancePoints = iCurPossibleDancePoints = iActualDancePoints = 0;
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iPossibleGradePoints = 0;
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iCurCombo = iMaxCombo = iCurMissCombo = iScore = iBonus = iMaxScore = iCurMaxScore = 0;
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@@ -58,7 +57,6 @@ void PlayerStageStats::AddStats( const PlayerStageStats& other )
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vpPossibleSteps.push_back( *s );
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fAliveSeconds += other.fAliveSeconds;
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bFailed |= other.bFailed;
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bFailedEarlier |= other.bFailedEarlier;
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iPossibleDancePoints += other.iPossibleDancePoints;
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iActualDancePoints += other.iActualDancePoints;
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iCurPossibleDancePoints += other.iCurPossibleDancePoints;
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@@ -35,9 +35,6 @@ public:
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* this is only set if both players were failing at the same time. */
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bool bFailed;
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/* This indicates whether the player bottomed out his bar/ran out of lives at some
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* point during the song. It's set in all fail modes. */
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bool bFailedEarlier;
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int iPossibleDancePoints;
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int iCurPossibleDancePoints;
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int iActualDancePoints;
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