use same fail logic for Oni as for Nonstop
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@@ -1308,9 +1308,9 @@ SongOptions::FailType GameState::GetPlayerFailType( PlayerNumber pn ) const
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if( this->m_bChangedFailTypeOnScreenSongOptions )
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return ft;
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if( GAMESTATE->m_PlayMode == PLAY_MODE_NONSTOP )
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if( GAMESTATE->IsCourseMode() )
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{
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if( PREFSMAN->m_bMinimum1FullSongInNonstop && GAMESTATE->GetCourseSongIndex()==0 )
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if( PREFSMAN->m_bMinimum1FullSongInCourses && GAMESTATE->GetCourseSongIndex()==0 )
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ft = max( ft, SongOptions::FAIL_END_OF_SONG ); // take the least harsh of the two FailTypes
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}
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else
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@@ -130,7 +130,7 @@ PrefsManager::PrefsManager() :
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m_iMaxRegenComboAfterMiss ( "MaxRegenComboAfterMiss", 10 ),
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m_bTwoPlayerRecovery ( "TwoPlayerRecovery", true ),
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m_bMercifulDrain ( "MercifulDrain", true ), // negative life deltas are scaled by the players life percentage
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m_bMinimum1FullSongInNonstop ( "Minimum1FullSongInNonstop", false ), // FEoS for 1st song, FailImmediate thereafter
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m_bMinimum1FullSongInCourses ( "Minimum1FullSongInCourses", false ), // FEoS for 1st song, FailImmediate thereafter
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m_bFailOffInBeginner ( "FailOffInBeginner", false ),
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m_bFailOffForFirstStageEasy ( "FailOffForFirstStageEasy", false ),
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m_bMercifulBeginner ( "MercifulBeginner", false ),
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@@ -100,7 +100,7 @@ public:
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Preference<int> m_iMaxRegenComboAfterMiss;
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Preference<bool> m_bTwoPlayerRecovery;
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Preference<bool> m_bMercifulDrain; // negative life deltas are scaled by the players life percentage
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Preference<bool> m_bMinimum1FullSongInNonstop; // FEoS for 1st song, FailImmediate thereafter
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Preference<bool> m_bMinimum1FullSongInCourses; // FEoS for 1st song, FailImmediate thereafter
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Preference<bool> m_bFailOffInBeginner;
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Preference<bool> m_bFailOffForFirstStageEasy;
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Preference<bool> m_bMercifulBeginner; // don't subtract from percent score or grade DP, larger boo window
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