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