bind HealthState
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@@ -1530,23 +1530,24 @@ void ScreenGameplay::Update( float fDeltaTime )
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//
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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{
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HealthState &hs = pi->GetPlayerState()->m_HealthState;
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if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != SongOptions::FAIL_OFF &&
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pi->m_pLifeMeter && pi->m_pLifeMeter->IsFailing() )
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{
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pi->GetPlayerState()->m_HealthState = PlayerState::DEAD;
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hs = HealthState_Dead;
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}
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else if( pi->m_pLifeMeter && pi->m_pLifeMeter->IsHot() )
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{
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pi->GetPlayerState()->m_HealthState = PlayerState::HOT;
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hs = HealthState_Hot;
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}
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else if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != SongOptions::FAIL_OFF &&
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pi->m_pLifeMeter && pi->m_pLifeMeter->IsInDanger() )
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{
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pi->GetPlayerState()->m_HealthState = PlayerState::DANGER;
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hs = HealthState_Danger;
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}
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else
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{
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pi->GetPlayerState()->m_HealthState = PlayerState::ALIVE;
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hs = HealthState_Alive;
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}
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pi->m_SoundEffectControl.Update( fDeltaTime );
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@@ -1710,7 +1711,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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break;
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}
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if( state == AS2D_GREAT && pi->GetPlayerState()->m_HealthState == PlayerState::HOT )
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if( state == AS2D_GREAT && pi->GetPlayerState()->m_HealthState == HealthState_Hot )
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state = AS2D_FEVER;
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pCharacter->Change2DAnimState( pi->m_pn, state );
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@@ -2349,7 +2350,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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/* XXX: In battle modes, switch( GAMESTATE->GetStageResult(p) ). */
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if( pi->GetPlayerStageStats()->m_bFailed )
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pDancers->Change2DAnimState( pi->m_pn, AS2D_FAIL ); // fail anim
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else if( pi->m_pLifeMeter && pi->GetPlayerState()->m_HealthState == PlayerState::HOT )
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else if( pi->m_pLifeMeter && pi->GetPlayerState()->m_HealthState == HealthState_Hot )
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pDancers->Change2DAnimState( pi->m_pn, AS2D_WINFEVER ); // full life pass anim
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else
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pDancers->Change2DAnimState( pi->m_pn, AS2D_WIN ); // pass anim
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