FailAfter30Misses -> FailOnMissCombo
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@@ -346,7 +346,7 @@ void ScreenGameplay::Init()
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START_GIVES_UP.Load( m_sName, "StartGivesUp" );
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BACK_GIVES_UP.Load( m_sName, "BackGivesUp" );
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GIVING_UP_GOES_TO_PREV_SCREEN.Load( m_sName, "GivingUpGoesToPrevScreen" );
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FAIL_AFTER_30_MISSES.Load( m_sName, "FailAfter30Misses" );
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FAIL_ON_MISS_COMBO.Load( m_sName, "FailOnMissCombo" );
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ALLOW_CENTER_1_PLAYER.Load( m_sName, "AllowCenter1Player" );
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if( UseSongBackgroundAndForeground() )
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@@ -1722,13 +1722,13 @@ void ScreenGameplay::Update( float fDeltaTime )
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// update give up
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//
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bool bGiveUpTimerFired = !m_GiveUpTimer.IsZero() && m_GiveUpTimer.Ago() > 2.5f;
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bool bAllHumanHaveComboOf30OrMoreMisses = STATSMAN->m_CurStageStats.GetMinimumMissCombo() >= 30;
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if( bGiveUpTimerFired || (FAIL_AFTER_30_MISSES && bAllHumanHaveComboOf30OrMoreMisses) )
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bool bAllHumanHaveBigMissCombo = FAIL_ON_MISS_COMBO.GetValue() != -1 && STATSMAN->m_CurStageStats.GetMinimumMissCombo() >= FAIL_ON_MISS_COMBO;
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if( bGiveUpTimerFired || bAllHumanHaveBigMissCombo )
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{
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STATSMAN->m_CurStageStats.m_bGaveUp = true;
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FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi )
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{
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pi->GetPlayerStageStats()->m_bFailed |= bAllHumanHaveComboOf30OrMoreMisses;
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pi->GetPlayerStageStats()->m_bFailed |= bAllHumanHaveBigMissCombo;
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pi->GetPlayerStageStats()->m_bDisqualified = true;
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}
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@@ -148,7 +148,7 @@ protected:
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ThemeMetric<bool> START_GIVES_UP;
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ThemeMetric<bool> BACK_GIVES_UP;
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ThemeMetric<bool> GIVING_UP_GOES_TO_PREV_SCREEN;
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ThemeMetric<bool> FAIL_AFTER_30_MISSES;
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ThemeMetric<int> FAIL_ON_MISS_COMBO;
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ThemeMetric<bool> ALLOW_CENTER_1_PLAYER;
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bool IsLastSong();
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