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.
This commit is contained in:
Glenn Maynard
2006-11-09 08:16:34 +00:00
parent b8e7bb520a
commit 4c406c9123
3 changed files with 6 additions and 6 deletions
+3 -3
View File
@@ -73,7 +73,7 @@ void ScoreDisplayLifeTime::Update( float fDelta )
void ScoreDisplayLifeTime::OnLoadSong()
{
if( STATSMAN->m_CurStageStats.m_player[m_pPlayerState->m_PlayerNumber].bFailedEarlier )
if( STATSMAN->m_CurStageStats.m_player[m_pPlayerState->m_PlayerNumber].bFailed )
return;
Course* pCourse = GAMESTATE->m_pCurCourse;
@@ -85,7 +85,7 @@ void ScoreDisplayLifeTime::OnLoadSong()
void ScoreDisplayLifeTime::OnJudgment( TapNoteScore tns )
{
if( STATSMAN->m_CurStageStats.m_player[m_pPlayerState->m_PlayerNumber].bFailedEarlier )
if( STATSMAN->m_CurStageStats.m_player[m_pPlayerState->m_PlayerNumber].bFailed )
return;
float fMeterChange = 0;
@@ -106,7 +106,7 @@ void ScoreDisplayLifeTime::OnJudgment( TapNoteScore tns )
void ScoreDisplayLifeTime::OnJudgment( HoldNoteScore hns, TapNoteScore tns )
{
if( STATSMAN->m_CurStageStats.m_player[m_pPlayerState->m_PlayerNumber].bFailedEarlier )
if( STATSMAN->m_CurStageStats.m_player[m_pPlayerState->m_PlayerNumber].bFailed )
return;
float fMeterChange = 0;