Use generic names for TapNoteScore values since they are treated genericly by the code.

Theme changes coming...
This commit is contained in:
Chris Danford
2005-10-08 02:02:03 +00:00
parent b6cf3477b4
commit 1ead066956
12 changed files with 47 additions and 47 deletions
+3 -3
View File
@@ -1396,7 +1396,7 @@ void Player::DisplayJudgedRow( int iIndexThatWasSteppedOn, TapNoteScore score, i
{
TapNote tn = m_NoteData.GetTapNote(iTrack, iIndexThatWasSteppedOn);
// If the score is great or better, remove the note from the screen to
// If the score is tier3 or better, remove the note from the screen to
// indicate success. (Or always if blind is on.)
if( score >= TNS_Tier3 || m_pPlayerState->m_PlayerOptions.m_fBlind )
{
@@ -1426,8 +1426,8 @@ void Player::OnRowCompletelyJudged( int iIndexThatWasSteppedOn )
/* Find the minimum 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 boo and a perfect
* and get scored for a perfect? (That's so loose, you can gallop jumps.) -glenn */
/* I'm not sure this is right, either. Can you really jump a tier5 and a tier2
* and get scored for a tier2? (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