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
+1 -2
View File
@@ -1113,7 +1113,6 @@ void ScreenSelectMusic::HandleScreenMessage( const ScreenMessage SM )
}
else
{
GAMESTATE->AdjustFailType();
SOUND->StopMusic();
SCREENMAN->SetNewScreen( NEXT_SCREEN );
}
@@ -1170,7 +1169,7 @@ void ScreenSelectMusic::MenuStart( PlayerNumber pn )
/* See if this song is a repeat. If we're in event mode, only check the last five songs. */
bool bIsRepeat = false;
int i = 0;
if( GAMESTATE->GetEventMode() )
if( GAMESTATE->IsEventMode() )
i = max( 0, int(STATSMAN->m_vPlayedStageStats.size())-5 );
for( ; i < (int)STATSMAN->m_vPlayedStageStats.size(); ++i )
if( STATSMAN->m_vPlayedStageStats[i].vpSongs.back() == m_MusicWheel.GetSelectedSong() )