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
@@ -1355,7 +1355,7 @@ void ScreenEvaluation::HandleScreenMessage( const ScreenMessage SM )
}
else if( SM == SM_GoToNextScreen )
{
if( GAMESTATE->GetEventMode() )
if( GAMESTATE->IsEventMode() )
{
SCREENMAN->SetNewScreen( NEXT_SCREEN );
}
@@ -1460,7 +1460,7 @@ void ScreenEvaluation::EndScreen()
FOREACH_PlayerNumber( p )
m_Grades[p].SettleImmediately();
if( !GAMESTATE->GetEventMode() )
if( !GAMESTATE->IsEventMode() )
{
switch( m_Type )
{