FailEndOfSong sounds like "fail at the end of the song", but

actually means "fail immediately, but you can play the rest
of the song anyway".  Rename FAIL_END_OF_SONG to
FAIL_IMMEDIATE_CONTINUE, to reflect this better.
This commit is contained in:
Glenn Maynard
2006-11-09 07:49:49 +00:00
parent 93e85f9125
commit ff4376868f
4 changed files with 9 additions and 8 deletions
+3 -3
View File
@@ -1199,7 +1199,7 @@ SongOptions::FailType GameState::GetPlayerFailType( const PlayerState *pPlayerSt
if( IsCourseMode() )
{
if( PREFSMAN->m_bMinimum1FullSongInCourses && GetCourseSongIndex()==0 )
ft = max( ft, SongOptions::FAIL_END_OF_SONG ); // take the least harsh of the two FailTypes
ft = max( ft, SongOptions::FAIL_IMMEDIATE_CONTINUE ); // take the least harsh of the two FailTypes
}
else
{
@@ -1209,9 +1209,9 @@ SongOptions::FailType GameState::GetPlayerFailType( const PlayerState *pPlayerSt
bool bFirstStage = !IsEventMode() && m_iCurrentStageIndex == 0;
/* Easy and beginner are never harder than FAIL_END_OF_SONG. */
/* Easy and beginner are never harder than FAIL_IMMEDIATE_CONTINUE. */
if( dc <= DIFFICULTY_EASY )
setmax( ft, SongOptions::FAIL_END_OF_SONG );
setmax( ft, SongOptions::FAIL_IMMEDIATE_CONTINUE );
if( dc <= DIFFICULTY_EASY && bFirstStage && PREFSMAN->m_bFailOffForFirstStageEasy )
setmax( ft, SongOptions::FAIL_OFF );