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 -1
View File
@@ -82,7 +82,7 @@ void ScreenTitleMenu::Init()
m_textMaxStages.LoadFromFont( THEME->GetPathF(m_sName,"MaxStages") );
m_textMaxStages.SetName( "MaxStages" );
CString sText =
GAMESTATE->GetEventMode() ?
GAMESTATE->IsEventMode() ?
CString("event mode") :
ssprintf( "%d %s%s max", PREFSMAN->m_iNumArcadeStages.Value(), MAX_STAGES_TEXT.c_str(), (PREFSMAN->m_iNumArcadeStages>1)?"s":"" );
m_textMaxStages.SetText( sText );