fix combo announcer
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@@ -1284,7 +1284,11 @@ void PlayerMinus::HandleTapRowScore( unsigned row )
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return;
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return;
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/* Update miss combo, and handle "combo stopped" messages. */
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/* Update miss combo, and handle "combo stopped" messages. */
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/* When is m_pPlayerStageStats NULL? Would it be cleaner to pass Player a dummy
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* PlayerStageStats in this case, instead of having to carefully check for NULL
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* every time we use it? -glenn */
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int iDummy = 0;
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int iDummy = 0;
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int &iCurCombo = m_pPlayerStageStats ? m_pPlayerStageStats->iCurCombo : iDummy;
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int &iCurMissCombo = m_pPlayerStageStats ? m_pPlayerStageStats->iCurMissCombo : iDummy;
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int &iCurMissCombo = m_pPlayerStageStats ? m_pPlayerStageStats->iCurMissCombo : iDummy;
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switch( scoreOfLastTap )
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switch( scoreOfLastTap )
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{
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{
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@@ -1301,7 +1305,7 @@ void PlayerMinus::HandleTapRowScore( unsigned row )
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case TNS_GOOD:
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case TNS_GOOD:
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case TNS_BOO:
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case TNS_BOO:
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if( iCurMissCombo > 50 )
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if( iCurCombo > 50 )
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SCREENMAN->PostMessageToTopScreen( SM_ComboStopped, 0 );
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SCREENMAN->PostMessageToTopScreen( SM_ComboStopped, 0 );
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iCurMissCombo = 0;
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iCurMissCombo = 0;
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break;
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break;
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@@ -1310,12 +1314,8 @@ void PlayerMinus::HandleTapRowScore( unsigned row )
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ASSERT( 0 );
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ASSERT( 0 );
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}
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}
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/* The score keeper updates the hit combo. */
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/* The score keeper updates the hit combo. Remember the old combo for handling announcers. */
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int &iCurCombo = m_pPlayerStageStats ? m_pPlayerStageStats->iCurCombo : iDummy;
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const int iOldCombo = iCurCombo;
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/* Remember the old combo for handling announcers. */
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const int iOldCombo = 0;
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if( m_pPlayerStageStats )
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m_pPlayerStageStats->iCurCombo;
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if( m_pPrimaryScoreKeeper != NULL )
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if( m_pPrimaryScoreKeeper != NULL )
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m_pPrimaryScoreKeeper->HandleTapRowScore( scoreOfLastTap, iNumTapsInRow );
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m_pPrimaryScoreKeeper->HandleTapRowScore( scoreOfLastTap, iNumTapsInRow );
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