Use generic names for TapNoteScore values since they are treated genericly by the code.
Theme changes coming...
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@@ -1396,7 +1396,7 @@ void Player::DisplayJudgedRow( int iIndexThatWasSteppedOn, TapNoteScore score, i
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{
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TapNote tn = m_NoteData.GetTapNote(iTrack, iIndexThatWasSteppedOn);
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// If the score is great or better, remove the note from the screen to
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// If the score is tier3 or better, remove the note from the screen to
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// indicate success. (Or always if blind is on.)
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if( score >= TNS_Tier3 || m_pPlayerState->m_PlayerOptions.m_fBlind )
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{
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@@ -1426,8 +1426,8 @@ void Player::OnRowCompletelyJudged( int iIndexThatWasSteppedOn )
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/* Find the minimum score of the row. This will never be TNS_None, since this
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* function is only called when a row is completed. */
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/* Instead, use the last tap score.
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/* I'm not sure this is right, either. Can you really jump a boo and a perfect
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* and get scored for a perfect? (That's so loose, you can gallop jumps.) -glenn */
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/* I'm not sure this is right, either. Can you really jump a tier5 and a tier2
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* and get scored for a tier2? (That's so loose, you can gallop jumps.) -glenn */
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/* Instead of grading individual columns, maybe set a "was pressed recently"
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* countdown every time you step on a column. When you step on the first note of
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* the jump, it sets the first "was pressed recently" timer. Then, when you do
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