add TNS_AVOIDED_MINE. Fixes unattempted mines counted as successful when ending early.

This commit is contained in:
Chris Danford
2005-04-13 01:11:44 +00:00
parent 4988744e12
commit d312ea5bef
6 changed files with 46 additions and 30 deletions
+19 -11
View File
@@ -1435,19 +1435,27 @@ void ScreenGameplay::Update( float fDeltaTime )
{
TapNoteScore tns = m_Player[p].GetLastTapNoteScore();
ANIM_STATES_2D StateMap[NUM_TAP_NOTE_SCORES] =
ANIM_STATES_2D state = AS2D_MISS;
switch( tns )
{
AS2D_MISS, /* TNS_NONE (shouldn't happen) */
AS2D_MISS, /* TNS_HIT_MINE (shouldn't happen) */
AS2D_MISS, /* TNS_MISS */
AS2D_MISS, /* TNS_BOO */
AS2D_GOOD, /* TNS_GOOD */
AS2D_GOOD, /* TNS_GREAT */
AS2D_GREAT, /* TNS_PERFECT */
AS2D_GREAT /* TNS_MARVELOUS */
};
case TNS_NONE:
case TNS_MISS:
case TNS_BOO:
state = AS2D_MISS;
break;
case TNS_GOOD:
case TNS_GREAT:
state = AS2D_GOOD;
break;
case TNS_PERFECT:
case TNS_MARVELOUS:
state = AS2D_GREAT;
break;
default:
ASSERT(0);
}
ANIM_STATES_2D state = StateMap[tns];
if( state == AS2D_GREAT && m_pLifeMeter[p] && m_pLifeMeter[p]->GetLife() == 1.0f ) // full life
state = AS2D_FEVER;