Ignore excess hostages during scoring
Descent 2 secret levels allow a player to rescue hostages that are not counted in `total_hostages`, so a player can exit with more hostages saved than were in the mine. Change the scoring logic not to penalize a player for saving these unaccounted hostages.
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@ -1276,8 +1276,11 @@ static void DoEndLevelScoreGlitz()
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auto &hostage_text = m_str[c++];
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if (cheats.enabled)
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snprintf(hostage_text, sizeof(hostage_text), "Hostages saved: \t%u", hostages_on_board);
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else if (const auto hostages_lost = LevelUniqueObjectState.total_hostages - hostages_on_board)
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else if (LevelUniqueObjectState.total_hostages > hostages_on_board)
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{
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const auto hostages_lost = LevelUniqueObjectState.total_hostages - hostages_on_board;
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snprintf(hostage_text, sizeof(hostage_text), "Hostages lost: \t%u", hostages_lost);
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}
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else
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{
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all_hostage_points = hostages_on_board * 1000 * (underlying_value(Difficulty_level) + 1);
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