show PerDifficultyAward in course modes

This commit is contained in:
Chris Danford
2005-04-06 06:12:23 +00:00
parent ea34de2bef
commit ed0959ec32
2 changed files with 184 additions and 189 deletions
+14 -12
View File
@@ -769,7 +769,7 @@ bool ScreenGameplay::IsLastSong()
{
if( GAMESTATE->m_pCurCourse && GAMESTATE->m_pCurCourse->m_bRepeat )
return false;
return GAMESTATE->GetCourseSongIndex()+1 == (int)m_apSongsQueue.size(); // GetCourseSongIndex() is 0-based but size() is not
return GAMESTATE->GetCourseSongIndex() >= (int)m_apSongsQueue.size()-1; // GetCourseSongIndex() is 0-based
}
void ScreenGameplay::SetupSong( PlayerNumber p, int iSongIndex )
@@ -2090,10 +2090,10 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
else if( SM == SM_NotesEnded ) // received while STATE_DANCING
{
/* Do this in LoadNextSong, so we don't tween off old attacks until
* m_NextSong finishes. */
* m_NextSong finishes. */
// GAMESTATE->RemoveAllActiveAttacks();
FOREACH_EnabledPlayer(p)
FOREACH_EnabledPlayer(p)
{
/* If either player's passmark is enabled, check it. */
if( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.m_fPassmark > 0 &&
@@ -2116,7 +2116,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
}
/* If all players have *really* failed (bFailed, not the life meter or
* bFailedEarlier): */
* bFailedEarlier): */
const bool bAllReallyFailed = STATSMAN->m_CurStageStats.AllFailed();
@@ -2135,15 +2135,17 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
// update dancing characters for win / lose
DancingCharacters *Dancers = m_SongBackground.GetDancingCharacters();
if( Dancers )
FOREACH_EnabledPlayer(p)
{
/* XXX: In battle modes, switch( GAMESTATE->GetStageResult(p) ). */
if( STATSMAN->m_CurStageStats.m_player[p].bFailed )
Dancers->Change2DAnimState( p, AS2D_FAIL ); // fail anim
else if( m_pLifeMeter[p] && m_pLifeMeter[p]->GetLife() == 1.0f ) // full life
Dancers->Change2DAnimState( p, AS2D_WINFEVER ); // full life pass anim
else
Dancers->Change2DAnimState( p, AS2D_WIN ); // pass anim
FOREACH_EnabledPlayer(p)
{
/* XXX: In battle modes, switch( GAMESTATE->GetStageResult(p) ). */
if( STATSMAN->m_CurStageStats.m_player[p].bFailed )
Dancers->Change2DAnimState( p, AS2D_FAIL ); // fail anim
else if( m_pLifeMeter[p] && m_pLifeMeter[p]->GetLife() == 1.0f ) // full life
Dancers->Change2DAnimState( p, AS2D_WINFEVER ); // full life pass anim
else
Dancers->Change2DAnimState( p, AS2D_WIN ); // pass anim
}
}
/* End round. */