add FAIL_COMBO_OF_30_MISSES

This commit is contained in:
Chris Danford
2004-07-31 19:14:53 +00:00
parent 20604f69f0
commit 35869118d9
6 changed files with 49 additions and 21 deletions
+16 -1
View File
@@ -1320,7 +1320,21 @@ void ScreenGameplay::Update( float fDeltaTime )
}
/* If FAIL_IMMEDIATE and everyone is failing, start SM_BeginFailed. */
if( GAMESTATE->AllAreDead() && GAMESTATE->m_SongOptions.m_FailType == SongOptions::FAIL_IMMEDIATE )
bool bBeginFailed = false;
switch( GAMESTATE->m_SongOptions.m_FailType )
{
case SongOptions::FAIL_IMMEDIATE:
if( GAMESTATE->AllAreDead() )
bBeginFailed = true;
break;
case SongOptions::FAIL_COMBO_OF_30_MISSES:
if( GAMESTATE->AllHaveComboOf30OrMoreMisses() )
bBeginFailed = true;
break;
default:
}
if( bBeginFailed )
{
if( PREFSMAN->m_bMinimum1FullSongInCourses && GAMESTATE->GetCourseSongIndex()==0 )
; // do nothing
@@ -1424,6 +1438,7 @@ void ScreenGameplay::Update( float fDeltaTime )
switch( GAMESTATE->m_SongOptions.m_FailType )
{
case SongOptions::FAIL_IMMEDIATE:
case SongOptions::FAIL_COMBO_OF_30_MISSES:
case SongOptions::FAIL_END_OF_SONG:
FOREACH_EnabledPlayer(pn)
g_CurStageStats.bFailed[pn] = true; // fail