Store unlock data in a more fundamental form in the profile, and derive

the special values as needed.  Centralize most of it in GameState::EndGame.
This commit is contained in:
Glenn Maynard
2004-02-22 08:16:49 +00:00
parent 066826e421
commit 802e1a6758
10 changed files with 228 additions and 207 deletions
-3
View File
@@ -2135,9 +2135,6 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
ASSERT( fMaxSurviveSeconds > 0 );
m_textSurviveTime.SetText( "TIME: " + SecondsToTime(fMaxSurviveSeconds) );
SET_XY_AND_ON_COMMAND( m_textSurviveTime );
// Increment update failed extra stage count.
UNLOCKMAN->UnlockFailExtraStage();
}
// Feels hackish. Feel free to make cleaner.