Add FailAtEnd, which means "check failure only at the very
end of the song" (intended for use with "PassMark", which needs a better name). This isn't called "FailEndOfSong" to avoid confusion, and was the prompting for renaming FailEndOfSong.)
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@@ -1604,7 +1604,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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SongOptions::FailType ft = GAMESTATE->GetPlayerFailType( pi->GetPlayerState() );
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SongOptions::LifeType lt = GAMESTATE->m_SongOptions.GetCurrent().m_LifeType;
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if( ft == SongOptions::FAIL_OFF )
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if( ft == SongOptions::FAIL_OFF || ft == SongOptions::FAIL_AT_END )
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continue;
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// check for individual fail
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@@ -1649,7 +1649,8 @@ void ScreenGameplay::Update( float fDeltaTime )
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if( pi->m_pLifeMeter && !pi->m_pLifeMeter->IsFailing() )
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bAllFailed = false;
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break;
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case SongOptions::FAIL_END_OF_SONG:
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case SongOptions::FAIL_IMMEDIATE_CONTINUE:
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case SongOptions::FAIL_AT_END:
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bAllFailed = false; // wait until the end of the song to fail.
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break;
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case SongOptions::FAIL_OFF:
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