Deal with determining whether to use Marv. timing within TNStoDP.

Use IsCourseMode.

Remove old comment.
This commit is contained in:
Glenn Maynard
2003-02-28 08:12:47 +00:00
parent c35af594c0
commit 2fa39fed8a
4 changed files with 14 additions and 23 deletions
+3 -19
View File
@@ -327,28 +327,12 @@ int NoteData::GetPossibleDancePoints()
//An "OK" (Successful Freeze step) will add 6 points
//A "NG" (Unsuccessful Freeze step) is worth 0 points
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
{
return GetNumTapNotes()*TapNoteScoreToDancePoints(TNS_MARVELOUS) + // Marvelous for oni
GetNumHoldNotes()*HoldNoteScoreToDancePoints(HNS_OK);
}
return GetNumTapNotes()*TapNoteScoreToDancePoints(TNS_PERFECT) + // not Marvelous
/* Note that, if Marvelous timing is disabled or not active (not course mode),
* PERFECT will be used instead. */
return GetNumTapNotes()*TapNoteScoreToDancePoints(TNS_MARVELOUS)+
GetNumHoldNotes()*HoldNoteScoreToDancePoints(HNS_OK);
}
/* ConvertHoldNotesTo2sAnd3s also clears m_iHoldNotes;
* shouldn't this do likewise and set all 2/3's to 0?
* -glenn
*
* Other code assumes != TAP_EMPTY means there's a tap note, so I changed
* this to do this. -glenn
*
* This code intentially leaves the TAP_HOLD_HEAD behind because a hold head is
* treated exactly like a tap note for scoring purposes.
*/
void NoteData::Convert2sAnd3sToHoldNotes()
{
// Any note will end a hold (not just a TAP_HOLD_TAIL). This makes parsing DWIs much easier.