bind HealthState
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@@ -737,7 +737,7 @@ void GameState::ResetStageStatistics()
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FOREACH_PlayerNumber( p )
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{
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m_pPlayerState[p]->m_fSuperMeter = 0;
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m_pPlayerState[p]->m_HealthState = PlayerState::ALIVE;
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m_pPlayerState[p]->m_HealthState = HealthState_Alive;
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m_pPlayerState[p]->m_iLastPositiveSumOfAttackLevels = 0;
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m_pPlayerState[p]->m_fSecondsUntilAttacksPhasedOut = 0; // PlayerAI not affected
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@@ -1643,7 +1643,7 @@ void GameState::StoreRankingName( PlayerNumber pn, RString sName )
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bool GameState::AllAreInDangerOrWorse() const
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{
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FOREACH_EnabledPlayer( p )
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if( m_pPlayerState[p]->m_HealthState < PlayerState::DANGER )
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if( m_pPlayerState[p]->m_HealthState < HealthState_Danger )
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return false;
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return true;
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}
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@@ -1659,7 +1659,7 @@ bool GameState::AllHumanHaveComboOf30OrMoreMisses() const
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bool GameState::OneIsHot() const
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{
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FOREACH_EnabledPlayer( p )
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if( m_pPlayerState[p]->m_HealthState == PlayerState::HOT )
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if( m_pPlayerState[p]->m_HealthState == HealthState_Hot )
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return true;
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return false;
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}
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