Simplify.
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@@ -486,7 +486,7 @@ void LifeMeterBar::DrawPrimitives()
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ActorFrame::DrawPrimitives();
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}
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#include "RageLog.h"
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void LifeMeterBar::UpdateNonstopLifebar(const int cleared,
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const int total, int ProgressiveLifebarDifficulty)
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{
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@@ -548,49 +548,23 @@ void LifeMeterBar::UpdateNonstopLifebar(const int cleared,
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// about 20% of your lifebar); at 0.2 it would be 40%, which
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// is too harsh at one difficulty level higher. Override.
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if (m_fLifeDifficulty >= 0.2) // judge 8
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{
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m_fLifeDifficulty = 0.3f;
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return;
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}
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if (m_fLifeDifficulty >= 0) // judge 9
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{
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else if (m_fLifeDifficulty >= 0) // judge 9
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m_fLifeDifficulty = 0.25f;
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return;
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}
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if (m_fLifeDifficulty >= -0.2) // judge 10
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{
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else if (m_fLifeDifficulty >= -0.2) // judge 10
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m_fLifeDifficulty = 0.2f;
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return;
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}
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if (m_fLifeDifficulty >= -0.4) // judge 11
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{
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else if (m_fLifeDifficulty >= -0.4) // judge 11
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m_fLifeDifficulty = 0.16f;
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return;
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}
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if (m_fLifeDifficulty >= -0.6) // judge 12
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{
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else if (m_fLifeDifficulty >= -0.6) // judge 12
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m_fLifeDifficulty = 0.14f;
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return;
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}
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if (m_fLifeDifficulty >= -0.8) // judge 13
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{
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else if (m_fLifeDifficulty >= -0.8) // judge 13
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m_fLifeDifficulty = 0.12f;
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return;
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}
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if (m_fLifeDifficulty >= -1.0) // judge 14
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{
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else if (m_fLifeDifficulty >= -1.0) // judge 14
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m_fLifeDifficulty = 0.10f;
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return;
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}
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if (m_fLifeDifficulty >= -1.2) // judge 15
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{
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else if (m_fLifeDifficulty >= -1.2) // judge 15
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m_fLifeDifficulty = 0.08f;
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return;
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}
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// judge 16 or higher
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m_fLifeDifficulty = 0.04f;
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return;
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else // judge 16 or higher
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m_fLifeDifficulty = 0.04f;
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}
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