simplify m_fPassmark. Use with FailAtEnd.

This commit is contained in:
Glenn Maynard
2006-11-09 09:21:52 +00:00
parent 08bf61191d
commit bc9ad19157
2 changed files with 1 additions and 11 deletions
-10
View File
@@ -2317,16 +2317,6 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
/* If either player's passmark is enabled, check it. */
if( pi->GetPlayerState()->m_PlayerOptions.GetCurrent().m_fPassmark > 0 &&
pi->m_pLifeMeter &&
pi->m_pLifeMeter->GetLife() < pi->GetPlayerState()->m_PlayerOptions.GetCurrent().m_fPassmark )
{
LOG->Trace("Player %i failed: life %f is under %f",
pi->GetPlayerStateAndStageStatsIndex()+1, pi->m_pLifeMeter->GetLife(), pi->GetPlayerState()->m_PlayerOptions.GetCurrent().m_fPassmark );
pi->GetPlayerStageStats()->bFailed = true;
}
/* Mark failure. */
if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != SongOptions::FAIL_OFF &&
(pi->m_pLifeMeter && pi->m_pLifeMeter->IsFailing()) )