simplify, more consistent
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@@ -264,14 +264,6 @@ void LifeMeterBar::AfterLifeChanged()
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m_pStream->SetPercent( m_fLifePercentage );
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}
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bool LifeMeterBar::IsPastPassmark() const
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{
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if( m_pPlayerState->m_PlayerOptions.GetSong().m_fPassmark > 0 )
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return m_fLifePercentage >= m_pPlayerState->m_PlayerOptions.GetSong().m_fPassmark;
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else
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return false;
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}
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bool LifeMeterBar::IsHot() const
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{
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return m_fLifePercentage >= 1;
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@@ -292,7 +284,7 @@ void LifeMeterBar::Update( float fDeltaTime )
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{
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LifeMeter::Update( fDeltaTime );
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m_fPassingAlpha += IsPastPassmark() ? +fDeltaTime*2 : -fDeltaTime*2;
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m_fPassingAlpha += !IsFailing() ? +fDeltaTime*2 : -fDeltaTime*2;
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CLAMP( m_fPassingAlpha, 0, 1 );
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m_fHotAlpha += IsHot() ? + fDeltaTime*2 : -fDeltaTime*2;
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@@ -23,7 +23,6 @@ public:
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virtual void ChangeLife( float fDeltaLifePercent );
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virtual void AfterLifeChanged();
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virtual bool IsInDanger() const;
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virtual bool IsPastPassmark() const;
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virtual bool IsHot() const;
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virtual bool IsFailing() const;
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virtual float GetLife() const { return m_fLifePercentage; }
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