track whether player gave up, hide Barely if gave up
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@@ -81,11 +81,11 @@ void GraphDisplay::LoadFromStageStats( const StageStats &ss, const PlayerStageSt
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this->AddChild( *p );
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this->AddChild( *p );
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}
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}
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//
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if( !pss.bFailed && !pss.bGaveUp )
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// Search for the min life record
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//
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if( !pss.bFailed )
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{
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{
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//
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// Search for the min life record to show "Just Barely!"
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//
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float fMinLifeSoFar = 1.0f;
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float fMinLifeSoFar = 1.0f;
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float fMinLifeSoFarAtSecond = 0;
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float fMinLifeSoFarAtSecond = 0;
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FOREACHM_CONST( float, float, pss.fLifeRecord, i )
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FOREACHM_CONST( float, float, pss.fLifeRecord, i )
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@@ -19,7 +19,9 @@ void PlayerStageStats::Init()
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vpPlayedSteps.clear();
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vpPlayedSteps.clear();
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vpPossibleSteps.clear();
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vpPossibleSteps.clear();
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fAliveSeconds = 0;
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fAliveSeconds = 0;
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bFailed = bFailedEarlier = false;
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bFailed = false;
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bFailedEarlier = false;
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bGaveUp = false;
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iPossibleDancePoints = iCurPossibleDancePoints = iActualDancePoints = 0;
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iPossibleDancePoints = iCurPossibleDancePoints = iActualDancePoints = 0;
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iCurCombo = iMaxCombo = iCurMissCombo = iScore = iBonus = iMaxScore = iCurMaxScore = 0;
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iCurCombo = iMaxCombo = iCurMissCombo = iScore = iBonus = iMaxScore = iCurMaxScore = 0;
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iSongsPassed = iSongsPlayed = 0;
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iSongsPassed = iSongsPlayed = 0;
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@@ -46,6 +48,7 @@ void PlayerStageStats::AddStats( const PlayerStageStats& other )
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fAliveSeconds += other.fAliveSeconds;
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fAliveSeconds += other.fAliveSeconds;
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bFailed |= other.bFailed;
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bFailed |= other.bFailed;
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bFailedEarlier |= other.bFailedEarlier;
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bFailedEarlier |= other.bFailedEarlier;
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bGaveUp |= other.bGaveUp;
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iPossibleDancePoints += other.iPossibleDancePoints;
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iPossibleDancePoints += other.iPossibleDancePoints;
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iActualDancePoints += other.iActualDancePoints;
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iActualDancePoints += other.iActualDancePoints;
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iCurPossibleDancePoints += other.iCurPossibleDancePoints;
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iCurPossibleDancePoints += other.iCurPossibleDancePoints;
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@@ -34,6 +34,7 @@ struct PlayerStageStats
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/* This indicates whether the player bottomed out his bar/ran out of lives at some
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/* This indicates whether the player bottomed out his bar/ran out of lives at some
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* point during the song. It's set in all fail modes. */
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* point during the song. It's set in all fail modes. */
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bool bFailedEarlier;
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bool bFailedEarlier;
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bool bGaveUp; // exited gameplay by giving up
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int iPossibleDancePoints;
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int iPossibleDancePoints;
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int iCurPossibleDancePoints;
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int iCurPossibleDancePoints;
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int iActualDancePoints;
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int iActualDancePoints;
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@@ -1596,6 +1596,11 @@ void ScreenGameplay::Update( float fDeltaTime )
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bool bGiveUpTimerFired = !m_GiveUpTimer.IsZero() && m_GiveUpTimer.Ago() > 2.5f;
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bool bGiveUpTimerFired = !m_GiveUpTimer.IsZero() && m_GiveUpTimer.Ago() > 2.5f;
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if( bGiveUpTimerFired || GAMESTATE->AllHaveComboOf30OrMoreMisses() )
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if( bGiveUpTimerFired || GAMESTATE->AllHaveComboOf30OrMoreMisses() )
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{
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{
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// Give up
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FOREACH_PlayerNumber( p )
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STATSMAN->m_CurStageStats.m_player[p].bGaveUp = true;
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m_GiveUpTimer.SetZero();
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m_GiveUpTimer.SetZero();
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if( GIVING_UP_GOES_TO_PREV_SCREEN )
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if( GIVING_UP_GOES_TO_PREV_SCREEN )
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