We have:
LifeMeter->IsFailing()
-- whether the player would fail if a failure check was made right now
bFailedEarlier
-- whether the player was failing at some point
bFailed
-- whether the player actually failed
bFailedEarlier is set even in FailOff, but other than that the two
are identical. Most of the time, use bFailed; in FailOff, the player
should never fail, so bFailedEarlier should be meaningless.
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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].bFailedEarlier )
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if( STATSMAN->m_CurStageStats.m_player[m_pPlayerState->m_PlayerNumber].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].bFailedEarlier )
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if( STATSMAN->m_CurStageStats.m_player[m_pPlayerState->m_PlayerNumber].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].bFailedEarlier )
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if( STATSMAN->m_CurStageStats.m_player[m_pPlayerState->m_PlayerNumber].bFailed )
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return;
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float fMeterChange = 0;
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