remove FAIL_THRESHOLD. This shouldn't be changed; failing with this

life meter means "empty".
This commit is contained in:
Glenn Maynard
2006-11-09 05:36:29 +00:00
parent 2c931f65d9
commit 42b94af935
+2 -5
View File
@@ -44,9 +44,6 @@ static ThemeMetric<int> NUM_STRIPS ("LifeMeterBar","NumStrips");
static ThemeMetric<float> INITIAL_VALUE ("LifeMeterBar","InitialValue");
static ThemeMetric<TapNoteScore> MIN_STAY_ALIVE ("LifeMeterBar","MinStayAlive");
const float FAIL_THRESHOLD = 0;
LifeMeterBar::LifeMeterBar()
{
switch( GAMESTATE->m_SongOptions.GetStage().m_DrainType )
@@ -259,7 +256,7 @@ void LifeMeterBar::ChangeLife( float fDeltaLife )
}
// check if this step would cause a fail
if( m_fLifePercentage + fDeltaLife <= FAIL_THRESHOLD && m_fLifePercentage > FAIL_THRESHOLD )
if( m_fLifePercentage + fDeltaLife <= 0 && m_fLifePercentage > 0 )
{
/* Increase by m_iRegenComboAfterFail; never push it beyond m_iMaxRegenComboAfterFail
* but don't reduce it if it's already past. */
@@ -272,7 +269,7 @@ void LifeMeterBar::ChangeLife( float fDeltaLife )
CLAMP( m_fLifePercentage, 0, 1 );
AfterLifeChanged();
if( m_fLifePercentage <= FAIL_THRESHOLD )
if( m_fLifePercentage <= 0 )
m_pPlayerStageStats->bFailedEarlier = true;
}