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
+1 -1
View File
@@ -65,7 +65,7 @@ Grade StageStats::GetGrade( PlayerNumber pn )
{
ASSERT( GAMESTATE->IsPlayerEnabled(pn) ); // should be calling this is player isn't joined!
if( bFailed[pn] )
if( bFailedEarlier[pn] )
return GRADE_E;
/* XXX: This entire calculation should be in ScoreKeeper, but final evaluation