Missing a jump in Oni now takes away only one life
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@@ -259,17 +259,7 @@ void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
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if( RandomFloat(0,1)>0.8f )
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GAMESTATE->m_PlayerOptions[p].m_fArrowScrollSpeed = 1.5f;
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/* This is a bitfield; choose a bit. 1<<0 chooses the first
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* option, 1<<1 the second, and so on. NUM_EFFECT_TYPES is one
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* greater than the number of options (since it includes NONE);
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* we'll actually NONE if we choose NUM_EFFECT_TYPES, since that'll
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* do 1<<(NUM_EFFECT_TYPES-1), which will turn on a bit that doesn't
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* do anything.
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*
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* It's simple, but it's a hack. FIXME -glenn */
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GAMESTATE->m_PlayerOptions[p].m_bEffects[ rand()%NUM_EFFECT_TYPES ] = true;
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GAMESTATE->m_PlayerOptions[p].m_bEffects[ rand()%PlayerOptions::NUM_EFFECT_TYPES ] = true;
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if( RandomFloat(0,1)>0.9f )
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GAMESTATE->m_PlayerOptions[p].m_AppearanceType = PlayerOptions::APPEARANCE_HIDDEN;
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if( RandomFloat(0,1)>0.9f )
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@@ -281,7 +271,7 @@ void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
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}
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GAMESTATE->m_SongOptions.m_LifeType = (randomf(0,1)>0.7f) ? SongOptions::LIFE_BATTERY : SongOptions::LIFE_BAR;
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GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF;
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GAMESTATE->m_bDemonstration = true;
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m_Fade.CloseWipingRight( SM_GoToDemonstration );
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}
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