Add m_ to StageStats and PlayerStageStats members. There are several methods of these classes with local variable names that are similar to the member names. m_ helps distinguish between those two types.
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@@ -65,7 +65,7 @@ void ScoreDisplayLifeTime::Update( float fDelta )
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{
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ScoreDisplay::Update( fDelta );
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float fSecs = m_pPlayerStageStats->fLifeRemainingSeconds;
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float fSecs = m_pPlayerStageStats->m_fLifeRemainingSeconds;
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RString s = SecondsToMSSMsMs(fSecs);
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m_textTimeRemaining.SetText( s );
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@@ -73,7 +73,7 @@ void ScoreDisplayLifeTime::Update( float fDelta )
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void ScoreDisplayLifeTime::OnLoadSong()
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{
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if( STATSMAN->m_CurStageStats.m_player[m_pPlayerState->m_PlayerNumber].bFailed )
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if( STATSMAN->m_CurStageStats.m_player[m_pPlayerState->m_PlayerNumber].m_bFailed )
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return;
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Course* pCourse = GAMESTATE->m_pCurCourse;
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@@ -85,7 +85,7 @@ void ScoreDisplayLifeTime::OnLoadSong()
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void ScoreDisplayLifeTime::OnJudgment( TapNoteScore tns )
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{
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if( STATSMAN->m_CurStageStats.m_player[m_pPlayerState->m_PlayerNumber].bFailed )
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if( STATSMAN->m_CurStageStats.m_player[m_pPlayerState->m_PlayerNumber].m_bFailed )
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return;
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float fMeterChange = 0;
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@@ -106,7 +106,7 @@ void ScoreDisplayLifeTime::OnJudgment( TapNoteScore tns )
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void ScoreDisplayLifeTime::OnJudgment( HoldNoteScore hns, TapNoteScore tns )
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{
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if( STATSMAN->m_CurStageStats.m_player[m_pPlayerState->m_PlayerNumber].bFailed )
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if( STATSMAN->m_CurStageStats.m_player[m_pPlayerState->m_PlayerNumber].m_bFailed )
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return;
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float fMeterChange = 0;
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