fix "don't save high scores if failed"

This commit is contained in:
Chris Danford
2003-12-25 07:27:23 +00:00
parent 3919b2fc43
commit 230a20a37d
+8 -8
View File
@@ -862,7 +862,8 @@ void ScreenEvaluation::CommitScores( const StageStats &stageStats, int iPersonal
case stage:
{
// don't save scores for a failed song
if( m_bFailed ) continue;
if( stageStats.bFailed[p] )
continue;
ASSERT( GAMESTATE->m_pCurNotes[p] );
@@ -877,10 +878,9 @@ void ScreenEvaluation::CommitScores( const StageStats &stageStats, int iPersonal
case summary:
{
// don't save scores for a failed game
// (I'm not sure if this is a case that can actally
// happen -avh4)
if( m_bFailed ) continue;
// don't save scores if any stage was failed
if( stageStats.bFailed[p] )
continue;
StepsType nt = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
@@ -900,10 +900,10 @@ void ScreenEvaluation::CommitScores( const StageStats &stageStats, int iPersonal
Course* pCourse = GAMESTATE->m_pCurCourse;
if( pCourse )
{
// don't save scores for a failed Nonstop (is this
// correct? -avh4)
// don't save scores for a failed Nonstop
// DO save scores for a failed Oni/Endless
if( m_bFailed && pCourse->IsNonstop() ) continue;
if( stageStats.bFailed[p] && pCourse->IsNonstop() )
continue;
StepsType nt = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
Course::MemCardData::HighScore hs;