Bring LIFE_BAR and LIFE_BATTERY code paths closer together.
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@@ -1173,15 +1173,14 @@ void ScreenGameplay::UpdateCheckFail()
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{
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{
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if( !GAMESTATE->IsPlayerEnabled(pn) )
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if( !GAMESTATE->IsPlayerEnabled(pn) )
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continue;
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continue;
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if( (m_pLifeMeter[pn] && !m_pLifeMeter[pn]->IsFailing()) ||
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(m_pCombinedLifeMeter && !m_pCombinedLifeMeter->IsFailing((PlayerNumber)pn)) )
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continue; /* isn't failing */
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if( GAMESTATE->m_CurStageStats.bFailed[pn] )
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if( GAMESTATE->m_CurStageStats.bFailed[pn] )
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continue; /* already failed */
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continue; /* already failed */
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if( (m_pLifeMeter[pn] && m_pLifeMeter[pn]->IsFailing()) ||
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LOG->Trace("Player %d failed", (int)pn);
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(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsFailing((PlayerNumber)pn)) )
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GAMESTATE->m_CurStageStats.bFailed[pn] = true; // fail
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{
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LOG->Trace("Player %d failed", (int)pn);
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GAMESTATE->m_CurStageStats.bFailed[pn] = true; // fail
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}
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}
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}
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break;
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break;
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case SongOptions::LIFE_BATTERY:
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case SongOptions::LIFE_BATTERY:
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