Deal with determining whether to use Marv. timing within TNStoDP.
Use IsCourseMode. Remove old comment.
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@@ -327,28 +327,12 @@ int NoteData::GetPossibleDancePoints()
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//An "OK" (Successful Freeze step) will add 6 points
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//A "NG" (Unsuccessful Freeze step) is worth 0 points
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if(PREFSMAN->m_bMarvelousTiming && ( GAMESTATE->m_PlayMode == PLAY_MODE_ONI || GAMESTATE->m_PlayMode == PLAY_MODE_NONSTOP || GAMESTATE->m_PlayMode == PLAY_MODE_ENDLESS ) ) // score out of marvelous for course modes, unless marvelous timing is off
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{
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return GetNumTapNotes()*TapNoteScoreToDancePoints(TNS_MARVELOUS) + // Marvelous for oni
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GetNumHoldNotes()*HoldNoteScoreToDancePoints(HNS_OK);
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}
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return GetNumTapNotes()*TapNoteScoreToDancePoints(TNS_PERFECT) + // not Marvelous
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/* Note that, if Marvelous timing is disabled or not active (not course mode),
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* PERFECT will be used instead. */
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return GetNumTapNotes()*TapNoteScoreToDancePoints(TNS_MARVELOUS)+
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GetNumHoldNotes()*HoldNoteScoreToDancePoints(HNS_OK);
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}
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/* ConvertHoldNotesTo2sAnd3s also clears m_iHoldNotes;
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* shouldn't this do likewise and set all 2/3's to 0?
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* -glenn
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*
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* Other code assumes != TAP_EMPTY means there's a tap note, so I changed
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* this to do this. -glenn
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*
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* This code intentially leaves the TAP_HOLD_HEAD behind because a hold head is
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* treated exactly like a tap note for scoring purposes.
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*/
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void NoteData::Convert2sAnd3sToHoldNotes()
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{
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// Any note will end a hold (not just a TAP_HOLD_TAIL). This makes parsing DWIs much easier.
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