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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@@ -281,7 +281,7 @@ void ScoreKeeperNormal::AddScore( TapNoteScore score )
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const int Z = m_iMaxPossiblePoints/10;
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// Don't use a multiplier if the player has failed
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if( m_pPlayerStageStats->bFailedEarlier )
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if( m_pPlayerStageStats->bFailed )
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{
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iScore += p;
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// make score evenly divisible by 5
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@@ -305,7 +305,7 @@ void ScoreKeeperNormal::AddScore( TapNoteScore score )
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if ( m_iTapNotesHit == m_iNumTapsAndHolds && score >= TNS_W2 )
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{
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if (!m_pPlayerStageStats->bFailedEarlier)
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if( !m_pPlayerStageStats->bFailed )
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iScore += m_iPointBonus;
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if ( m_bIsLastSongInCourse )
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{
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