diff --git a/stepmania/src/Player.cpp b/stepmania/src/Player.cpp index 8e1dfde834..02ae7aa5d3 100644 --- a/stepmania/src/Player.cpp +++ b/stepmania/src/Player.cpp @@ -1348,17 +1348,8 @@ void Player::OnRowCompletelyJudged( int iIndexThatWasSteppedOn ) { // LOG->Trace( "Player::OnRowCompletelyJudged" ); - /* Find the minimum score of the row. This will never be TNS_None, since this + /* Find the final score of the row. This will never be TNS_None, since this * function is only called when a row is completed. */ - /* Instead, use the last tap score. */ - /* I'm not sure this is right, either. Can you really jump a W5 and a W1 - * and get scored for an W1? (That's so loose, you can gallop jumps.) -glenn */ - /* Instead of grading individual columns, maybe set a "was pressed recently" - * countdown every time you step on a column. When you step on the first note of - * the jump, it sets the first "was pressed recently" timer. Then, when you do - * the 2nd step of the jump, it sets another column's timer then AND's the jump - * columns with the "was pressed recently" columns to see whether or not you hit - * all the columns of the jump. -Chris */ const Game *pCurGame = GAMESTATE->m_pCurGame; if( !pCurGame->m_bCountNotesSeparately )