Don't mess with the FailType if it was set with DefaultOptions.

This commit is contained in:
Glenn Maynard
2003-09-27 06:38:16 +00:00
parent d145a90560
commit 45e1f3566d
+5
View File
@@ -486,8 +486,13 @@ void GameState::GetFinalEvalStatsAndSongs( StageStats& statsOut, vector<Song*>&
void GameState::ApplyModifiers( PlayerNumber pn, CString sModifiers ) void GameState::ApplyModifiers( PlayerNumber pn, CString sModifiers )
{ {
const SongOptions::FailType ft = GAMESTATE->m_SongOptions.m_FailType;
m_PlayerOptions[pn].FromString( sModifiers ); m_PlayerOptions[pn].FromString( sModifiers );
m_SongOptions.FromString( sModifiers ); m_SongOptions.FromString( sModifiers );
if( ft != GAMESTATE->m_SongOptions.m_FailType )
GAMESTATE->m_bChangedFailType = true;
} }
/* Store the player's preferred options. This is called at the very beginning /* Store the player's preferred options. This is called at the very beginning