cleanup. (current logic works well enough)

This commit is contained in:
Glenn Maynard
2006-07-15 00:41:35 +00:00
parent abaeb8b2f4
commit 0d678f4e4e
+1 -10
View File
@@ -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 )