bool displayGameOver(bool bDidit) { if(bDidit) { setPlayerHasWon(true); multiplayerWinSequence(true); if(bMultiPlayer) { updateMultiStatsWins(); } } else { setPlayerHasLost(true); if(bMultiPlayer) { updateMultiStatsLoses(); } } //clear out any mission widgets - timers etc that may be on the screen clearMissionWidgets(); intAddMissionResult(bDidit, true); return true; }
bool displayGameOver(bool bDidit) { if (bDidit) { setPlayerHasWon(true); multiplayerWinSequence(true); if (bMultiPlayer) { updateMultiStatsWins(); } } else { setPlayerHasLost(true); if (bMultiPlayer) { updateMultiStatsLoses(); } } if (bMultiPlayer) { PLAYERSTATS st = getMultiStats(selectedPlayer); saveMultiStats(getPlayerName(selectedPlayer), getPlayerName(selectedPlayer), &st); } //clear out any mission widgets - timers etc that may be on the screen clearMissionWidgets(); intAddMissionResult(bDidit, true); return true; }