fix m_fJudgeWindowScale
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@@ -390,14 +390,17 @@ void Player::Step( int col )
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switch( GAMESTATE->m_PlayerController[m_PlayerNumber] )
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{
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case PC_HUMAN:
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if( fSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowMarvelousSeconds ) score = TNS_MARVELOUS;
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else if( fSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowPerfectSeconds ) score = TNS_PERFECT;
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else if( fSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowGreatSeconds ) score = TNS_GREAT;
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else if( fSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowGoodSeconds ) score = TNS_GOOD;
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else if( fSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowBooSeconds ) score = TNS_BOO;
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case PC_HUMAN: {
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/* 1 is normal. 2 means scoring is half as hard; .5 means it's twice as hard. */
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float fScaledSecondsFromPerfect = fSecondsFromPerfect / PREFSMAN->m_fJudgeWindowScale;
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if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowMarvelousSeconds ) score = TNS_MARVELOUS;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowPerfectSeconds ) score = TNS_PERFECT;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowGreatSeconds ) score = TNS_GREAT;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowGoodSeconds ) score = TNS_GOOD;
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else if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowBooSeconds ) score = TNS_BOO;
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else score = TNS_NONE;
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break;
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}
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case PC_CPU:
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score = PlayerAI::GetTapNoteScore( GAMESTATE->m_iCpuSkill[m_PlayerNumber], GAMESTATE->GetSumOfActiveAttackLevels(m_PlayerNumber) );
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