put fail checks back in STATE_DANCING; otherwise SM_BeginFailed

triggers every frame after failing
This commit is contained in:
Glenn Maynard
2004-06-11 20:09:53 +00:00
parent 13104cc6e7
commit c8ec4937ec
+33 -34
View File
@@ -1221,6 +1221,39 @@ void ScreenGameplay::Update( float fDeltaTime )
m_BeginnerHelper.Update(fDeltaTime);
//
// update GameState HealthState
//
FOREACH_EnabledPlayer(p)
{
if(
(m_pLifeMeter[p] && m_pLifeMeter[p]->IsFailing()) ||
(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsFailing(p)) )
{
GAMESTATE->m_HealthState[p] = GameState::DEAD;
}
else if(
(m_pLifeMeter[p] && m_pLifeMeter[p]->IsHot()) ||
(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsHot(p)) )
{
GAMESTATE->m_HealthState[p] = GameState::HOT;
}
else if(
(m_pLifeMeter[p] && m_pLifeMeter[p]->IsInDanger()) ||
(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsInDanger(p)) )
{
GAMESTATE->m_HealthState[p] = GameState::DANGER;
}
else
{
GAMESTATE->m_HealthState[p] = GameState::ALIVE;
}
}
switch( m_DancingState )
{
case STATE_DANCING:
/* Set g_CurStageStats.bFailed for failed players. In, FAIL_IMMEDIATE, send
* SM_BeginFailed if all players failed, and kill dead Oni players. */
switch( GAMESTATE->m_SongOptions.m_FailType )
@@ -1272,40 +1305,6 @@ void ScreenGameplay::Update( float fDeltaTime )
SCREENMAN->PostMessageToTopScreen( SM_BeginFailed, 0 );
}
//
// update GameState HealthState
//
FOREACH_EnabledPlayer(p)
{
if(
(m_pLifeMeter[p] && m_pLifeMeter[p]->IsFailing()) ||
(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsFailing(p)) )
{
GAMESTATE->m_HealthState[p] = GameState::DEAD;
}
else if(
(m_pLifeMeter[p] && m_pLifeMeter[p]->IsHot()) ||
(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsHot(p)) )
{
GAMESTATE->m_HealthState[p] = GameState::HOT;
}
else if(
(m_pLifeMeter[p] && m_pLifeMeter[p]->IsInDanger()) ||
(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsInDanger(p)) )
{
GAMESTATE->m_HealthState[p] = GameState::DANGER;
}
else
{
GAMESTATE->m_HealthState[p] = GameState::ALIVE;
}
}
switch( m_DancingState )
{
case STATE_DANCING:
//
// Update living players' alive time
//