combo graph fix

This commit is contained in:
Glenn Maynard
2003-12-23 04:44:34 +00:00
parent ba361166eb
commit 33899d03d6
6 changed files with 18 additions and 13 deletions
+6 -7
View File
@@ -296,7 +296,9 @@ void StageStats::GetLifeRecord( PlayerNumber pn, float *life, int nout ) const
}
}
void StageStats::UpdateComboList( PlayerNumber pn, float pos )
/* If "rollover" is true, we're being called before gameplay begins, so we can record
* the amount of the first combo that comes from the previous song. */
void StageStats::UpdateComboList( PlayerNumber pn, float pos, bool rollover )
{
if( pos < 0 )
return;
@@ -314,17 +316,14 @@ void StageStats::UpdateComboList( PlayerNumber pn, float pos )
Combo_t NewCombo;
NewCombo.start = pos;
ComboList[pn].push_back( NewCombo );
/* If this is the first combo, and the current combo is greater than 1,
* then that extra part of the combo must have come from a previous song.
* Remember it separately. */
if( ComboList[pn].size() == 1 )
ComboList[pn][0].rollover = cnt-1;
}
Combo_t &combo = ComboList[pn].back();
combo.size = pos - combo.start;
combo.cnt = cnt;
if( rollover )
combo.rollover = cnt;
}
/* This returns the largest combo contained within the song, as if