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
@@ -1453,7 +1453,7 @@ static void HandleInputEvents(float fDeltaTime)
continue; // skip
// check back in event mode
if( GAMESTATE->GetEventMode() &&
if( GAMESTATE->IsEventMode() &&
CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_BACK_IN_EVENT_MODE) )
{
MenuI.player = PLAYER_1;