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
+5 -2
View File
@@ -30,9 +30,12 @@ struct StageStats
enum { STAGE_INVALID, STAGE_NORMAL, STAGE_EXTRA, STAGE_EXTRA2 } StageType;
int iMeter[NUM_PLAYERS];
float fAliveSeconds[NUM_PLAYERS]; // how far into the music did they last before failing? Updated by Gameplay.
/* This indicates whether the player failed the song; it's always false for FAIL_OFF
* and is only set to true in FAIL_END_OF_SONG at the end of the song. */
/* Set if the player actually failed at any point during the song. This is always
* false in FAIL_OFF. If recovery is enabled and two players are playing,
* this is only set if both players were failing at the same time. */
bool bFailed[NUM_PLAYERS];
/* This indicates whether the player bottomed out his bar/ran out of lives at some
* point during the song. It's set in all fail modes. */
bool bFailedEarlier[NUM_PLAYERS];