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