move AllFailedEarlier into StageStats
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@@ -1013,14 +1013,6 @@ float ScreenGameplay::StartPlayingSong(float MinTimeToNotes, float MinTimeToMusi
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return fFirstSecond - fStartSecond;
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}
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bool ScreenGameplay::AllFailedEarlier() const
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsPlayerEnabled(p) && !g_CurStageStats.bFailedEarlier[p] )
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return false;
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return true;
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}
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// play assist ticks
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bool ScreenGameplay::IsTimeToPlayTicks() const
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{
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@@ -1380,7 +1372,7 @@ void ScreenGameplay::UpdateCheckFail()
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if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY &&
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GAMESTATE->m_SongOptions.m_FailType == SongOptions::FAIL_ARCADE )
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{
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if( !AllFailedEarlier() ) // if not the last one to fail
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if( !g_CurStageStats.AllFailedEarlier() ) // if not the last one to fail
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{
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// kill them!
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m_soundOniDie.PlayRandom();
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