Use altered dance point scoring for Nonstop and Endless too
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@@ -327,7 +327,7 @@ 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) // score out of marvelous for oni mode only
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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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@@ -51,7 +51,7 @@ void ScoreKeeperMAX2::HandleTapScore( TapNoteScore score, int iNumTapsInRow )
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ASSERT( iNumTapsInRow >= 1 );
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// update dance points for Oni lifemeter
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GAMESTATE->m_CurStageStats.iActualDancePoints[m_PlayerNumber] += iNumTapsInRow * TapNoteScoreToDancePoints( score, GAMESTATE->m_PlayMode == PLAY_MODE_ONI );
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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 );
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GAMESTATE->m_CurStageStats.iTapNoteScores[m_PlayerNumber][score] += iNumTapsInRow;
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/*
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