diff --git a/OpenTaiko/src/Stages/07.Game/CAct演奏PauseMenu.cs b/OpenTaiko/src/Stages/07.Game/CAct演奏PauseMenu.cs index e9126ea5..36b4268f 100644 --- a/OpenTaiko/src/Stages/07.Game/CAct演奏PauseMenu.cs +++ b/OpenTaiko/src/Stages/07.Game/CAct演奏PauseMenu.cs @@ -75,6 +75,7 @@ namespace TJAPlayer3 { case (int)EOrder.Redoing: if (TJAPlayer3.stageSongSelect.nChoosenSongDifficulty[0] != (int)Difficulty.Dan) { + TJAPlayer3.stage演奏ドラム画面.tResetGameplayFinishedStatus(); this.bやり直しを選択した = true; CActSelectPopupMenu.b選択した = true; } else { diff --git a/OpenTaiko/src/Stages/07.Game/CStage演奏画面共通.cs b/OpenTaiko/src/Stages/07.Game/CStage演奏画面共通.cs index c24a046e..1da86601 100644 --- a/OpenTaiko/src/Stages/07.Game/CStage演奏画面共通.cs +++ b/OpenTaiko/src/Stages/07.Game/CStage演奏画面共通.cs @@ -4433,6 +4433,14 @@ namespace TJAPlayer3 { this.bPAUSE = false; } + // Workaround for abnormal song completion animation after retrying during normal song completion animation + public void tResetGameplayFinishedStatus() { + for (int i = 0; i < 5; i++) { + ifp[i] = false; + isDeniedPlaying[i] = false; + } + } + public void t演奏やりなおし() { _AIBattleState = 0; _AIBattleStateBatch = new Queue[] { new Queue(), new Queue() };