Use altered dance point scoring for Nonstop and Endless too

This commit is contained in:
Chris Gomez
2003-02-27 11:01:04 +00:00
parent 4f55de1074
commit 2fc04360c1
2 changed files with 2 additions and 2 deletions
+1 -1
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@@ -327,7 +327,7 @@ 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) // score out of marvelous for oni mode only
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);
+1 -1
View File
@@ -51,7 +51,7 @@ void ScoreKeeperMAX2::HandleTapScore( TapNoteScore score, int iNumTapsInRow )
ASSERT( iNumTapsInRow >= 1 );
// update dance points for Oni lifemeter
GAMESTATE->m_CurStageStats.iActualDancePoints[m_PlayerNumber] += iNumTapsInRow * TapNoteScoreToDancePoints( score, GAMESTATE->m_PlayMode == PLAY_MODE_ONI );
GAMESTATE->m_CurStageStats.iActualDancePoints[m_PlayerNumber] += iNumTapsInRow * TapNoteScoreToDancePoints( score, GAMESTATE->m_PlayMode == PLAY_MODE_ONI || GAMESTATE->m_PlayMode == PLAY_MODE_NONSTOP || GAMESTATE->m_PlayMode == PLAY_MODE_ENDLESS );
GAMESTATE->m_CurStageStats.iTapNoteScores[m_PlayerNumber][score] += iNumTapsInRow;
/*