separate fail types per player. Now FailType adjustments based on Difficulty only affect the relevant players.

This commit is contained in:
Chris Danford
2005-04-05 08:30:57 +00:00
parent af231d1a63
commit 218be32879
19 changed files with 175 additions and 150 deletions
+2 -2
View File
@@ -251,7 +251,7 @@ void MusicWheel::Load( CString sType )
// but someone mentioned it does it sometimes.
if( GAMESTATE->m_pCurSong != NULL &&
SongManager::GetNumStagesForSong( GAMESTATE->m_pCurSong ) + GAMESTATE->m_iCurrentStageIndex > PREFSMAN->m_iNumArcadeStages
&& !GAMESTATE->GetEventMode()
&& !GAMESTATE->IsEventMode()
&& !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() )
{
GAMESTATE->m_pCurSong.Set( NULL );
@@ -498,7 +498,7 @@ void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas
case SORT_ONI_COURSES:
case SORT_ENDLESS_COURSES:
/* Don't display course modes after the first stage. */
if( !GAMESTATE->GetEventMode() && GAMESTATE->m_iCurrentStageIndex )
if( !GAMESTATE->IsEventMode() && GAMESTATE->m_iCurrentStageIndex )
continue;
}