A persistent initial FailType now set in MachineOptions, but the temporary session FailType can be changed in SongOptions

This commit is contained in:
Chris Danford
2003-02-12 23:11:37 +00:00
parent 876a3f4499
commit 707b4fe817
13 changed files with 52 additions and 33 deletions
+5 -5
View File
@@ -775,9 +775,9 @@ void ScreenGameplay::Update( float fDeltaTime )
//
// check for fail
//
switch( PREFSMAN->m_FailType )
switch( GAMESTATE->m_SongOptions.m_FailType )
{
case PrefsManager::FAIL_ARCADE:
case SongOptions::FAIL_ARCADE:
switch( GAMESTATE->m_SongOptions.m_LifeType )
{
case SongOptions::LIFE_BAR:
@@ -821,8 +821,8 @@ void ScreenGameplay::Update( float fDeltaTime )
break;
}
break;
case PrefsManager::FAIL_END_OF_SONG:
case PrefsManager::FAIL_OFF:
case SongOptions::FAIL_END_OF_SONG:
case SongOptions::FAIL_OFF:
break; // don't check for fail
default:
ASSERT(0);
@@ -1274,7 +1274,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
return; // ignore
m_DancingState = STATE_OUTRO;
if( PREFSMAN->m_FailType == PrefsManager::FAIL_END_OF_SONG && AllFailedEarlier() )
if( GAMESTATE->m_SongOptions.m_FailType == SongOptions::FAIL_END_OF_SONG && AllFailedEarlier() )
{
this->SendScreenMessage( SM_BeginFailed, 0 );
return;