always display both eval and final eval after extra stages

This commit is contained in:
Glenn Maynard
2003-01-27 06:49:02 +00:00
parent e821a98f06
commit 3ffec22f17
2 changed files with 15 additions and 12 deletions
+12 -9
View File
@@ -806,17 +806,20 @@ void ScreenEvaluation::MenuStart( PlayerNumber pn )
{
if( m_bTryExtraStage )
m_Menu.TweenOffScreenToMenu( SM_GoToSelectMusic );
else if( m_ResultMode == RM_ARCADE_STAGE && GAMESTATE->m_iCurrentStageIndex == PREFSMAN->m_iNumArcadeStages-1 )
else if( m_ResultMode == RM_ARCADE_STAGE )
{
/* Tween the screen out, but leave the MenuElements where they are.
* Play the "swoosh" sound manually (would normally be played by the ME
* tween out). */
SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","menu swoosh") );
TweenOffScreen();
SCREENMAN->SendMessageToTopScreen( SM_GoToFinalEvaluation, MENU_ELEMENTS_TWEEN_TIME );
if( GAMESTATE->m_iCurrentStageIndex < PREFSMAN->m_iNumArcadeStages-1 )
m_Menu.TweenOffScreenToMenu( SM_GoToSelectMusic );
else
{
/* Tween the screen out, but leave the MenuElements where they are.
* Play the "swoosh" sound manually (would normally be played by the ME
* tween out). */
SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","menu swoosh") );
TweenOffScreen();
SCREENMAN->SendMessageToTopScreen( SM_GoToFinalEvaluation, MENU_ELEMENTS_TWEEN_TIME );
}
}
else if( m_ResultMode == RM_ARCADE_STAGE && GAMESTATE->m_iCurrentStageIndex < PREFSMAN->m_iNumArcadeStages-1 )
m_Menu.TweenOffScreenToMenu( SM_GoToSelectMusic );
else
m_Menu.TweenOffScreenToBlack( SM_GoToGameFinished, false );
}
+3 -3
View File
@@ -1508,14 +1508,14 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
ShowSavePrompt( SM_GoToScreenAfterFail );
break;
}
if( GAMESTATE->m_PlayMode == PLAY_MODE_NONSTOP ||
GAMESTATE->m_PlayMode == PLAY_MODE_ONI ||
GAMESTATE->m_PlayMode == PLAY_MODE_ENDLESS )
GAMESTATE->m_PlayMode == PLAY_MODE_ENDLESS ||
GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2())
SCREENMAN->SetNewScreen( "ScreenEvaluation" );
else if( PREFSMAN->m_bEventMode )
this->SendScreenMessage( SM_GoToScreenAfterBack, 0 );
else if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
SCREENMAN->SetNewScreen( "ScreenFinalEvaluation" );
else
SCREENMAN->SetNewScreen( "ScreenGameOver" );
break;