No combo fail until health is gone.

Also, on FAIL OFF, no failing whatsoever.
This commit is contained in:
Jason Felds
2011-07-03 17:47:55 -04:00
parent dce018b051
commit 094f6dc73c
+16 -1
View File
@@ -1784,7 +1784,22 @@ void ScreenGameplay::Update( float fDeltaTime )
// update give up
bool bGiveUpTimerFired = !m_GiveUpTimer.IsZero() && m_GiveUpTimer.Ago() > 2.5f;
bool bAllHumanHaveBigMissCombo = FAIL_ON_MISS_COMBO.GetValue() != -1 && STATSMAN->m_CurStageStats.GetMinimumMissCombo() >= FAIL_ON_MISS_COMBO;
bool bAllHumanHaveBigMissCombo = true;
FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi )
{
if (pi->GetPlayerState()->m_PlayerOptions.GetCurrent().m_FailType == PlayerOptions::FAIL_OFF ||
pi->GetPlayerState()->m_HealthState < HealthState_Dead )
{
bAllHumanHaveBigMissCombo = false;
break;
}
}
if (bAllHumanHaveBigMissCombo) // possible to get in here.
{
bAllHumanHaveBigMissCombo = FAIL_ON_MISS_COMBO.GetValue() != -1 && STATSMAN->m_CurStageStats.GetMinimumMissCombo() >= FAIL_ON_MISS_COMBO;
}
if( bGiveUpTimerFired || bAllHumanHaveBigMissCombo )
{
STATSMAN->m_CurStageStats.m_bGaveUp = true;