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.)
This commit is contained in:
Glenn Maynard
2006-11-09 09:09:40 +00:00
parent f20ce1377b
commit 08bf61191d
4 changed files with 9 additions and 4 deletions
+3 -2
View File
@@ -1604,7 +1604,7 @@ void ScreenGameplay::Update( float fDeltaTime )
SongOptions::FailType ft = GAMESTATE->GetPlayerFailType( pi->GetPlayerState() );
SongOptions::LifeType lt = GAMESTATE->m_SongOptions.GetCurrent().m_LifeType;
if( ft == SongOptions::FAIL_OFF )
if( ft == SongOptions::FAIL_OFF || ft == SongOptions::FAIL_AT_END )
continue;
// check for individual fail
@@ -1649,7 +1649,8 @@ void ScreenGameplay::Update( float fDeltaTime )
if( pi->m_pLifeMeter && !pi->m_pLifeMeter->IsFailing() )
bAllFailed = false;
break;
case SongOptions::FAIL_END_OF_SONG:
case SongOptions::FAIL_IMMEDIATE_CONTINUE:
case SongOptions::FAIL_AT_END:
bAllFailed = false; // wait until the end of the song to fail.
break;
case SongOptions::FAIL_OFF: