Lock the life meter after failing.

If m_bTwoPlayerRecovery (normal): only lock and fail in FAIL_END_OF_SONG
if both players were failing at the same point.  (Before, FAIL_ARCADE
would pass as long as one player was passing at any given point,
but FAIL_END_OF_SONG would fail at the end if all players were failing
at any point, which made FAIL_END_OF_SONG harder than FAIL_ARCADE
in some cases.)

Don't show the danger animation in FAIL_OFF.
This commit is contained in:
Glenn Maynard
2003-10-13 03:24:28 +00:00
parent 805bbdd125
commit 70d4e23d2c
4 changed files with 37 additions and 28 deletions
+4
View File
@@ -358,6 +358,10 @@ void LifeMeterBar::ChangeLife( TapNoteScore score )
m_iComboToRegainLife = max( m_iComboToRegainLife, NewComboToRegainLife );
}
/* If we've already failed, there's no point in letting them fill up the bar again. */
if( GAMESTATE->m_CurStageStats.bFailed[m_PlayerNumber] )
fDeltaLife = 0;
switch( GAMESTATE->m_SongOptions.m_DrainType )
{
case SongOptions::DRAIN_NORMAL: