separate fail types per player. Now FailType adjustments based on Difficulty only affect the relevant players.
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@@ -379,7 +379,7 @@ void ProfileManager::AddStepsScore( const Song* pSong, const Steps* pSteps, Play
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// In event mode, set the score's name immediately to the Profile's last
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// used name. If no profile last used name exists, use "EVNT".
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if( GAMESTATE->GetEventMode() )
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if( GAMESTATE->IsEventMode() )
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{
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Profile* pProfile = PROFILEMAN->GetProfile(pn);
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if( pProfile && !pProfile->m_sLastUsedHighScoreName.empty() )
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@@ -448,7 +448,7 @@ void ProfileManager::AddCourseScore( const Course* pCourse, const Trail* pTrail,
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// In event mode, set the score's name immediately to the Profile's last
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// used name. If no profile last used name exists, use "EVNT".
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if( GAMESTATE->GetEventMode() )
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if( GAMESTATE->IsEventMode() )
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{
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Profile* pProfile = PROFILEMAN->GetProfile(pn);
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if( pProfile && !pProfile->m_sLastUsedHighScoreName.empty() )
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