fix per-diffculty award priority

This commit is contained in:
Chris Danford
2004-03-18 06:38:18 +00:00
parent 0b2cfaa7b2
commit 34061bd9da
+4 -5
View File
@@ -1028,15 +1028,14 @@ void ScreenEvaluation::CommitScores(
{
if( stageStats.FullComboOfScore( (PlayerNumber)p, TNS_GREAT ) )
vPdas.push_back( AWARD_FULL_COMBO_GREATS );
if( stageStats.FullComboOfScore( (PlayerNumber)p, TNS_PERFECT ) )
vPdas.push_back( AWARD_FULL_COMBO_PERFECTS );
if( stageStats.FullComboOfScore( (PlayerNumber)p, TNS_MARVELOUS ) )
vPdas.push_back( AWARD_FULL_COMBO_MARVELOUSES );
if( stageStats.SingleDigitsOfScore( (PlayerNumber)p, TNS_GREAT ) )
vPdas.push_back( AWARD_SINGLE_DIGIT_GREATS );
if( stageStats.FullComboOfScore( (PlayerNumber)p, TNS_PERFECT ) )
vPdas.push_back( AWARD_FULL_COMBO_PERFECTS );
if( stageStats.SingleDigitsOfScore( (PlayerNumber)p, TNS_PERFECT ) )
vPdas.push_back( AWARD_SINGLE_DIGIT_PERFECTS );
if( stageStats.FullComboOfScore( (PlayerNumber)p, TNS_MARVELOUS ) )
vPdas.push_back( AWARD_FULL_COMBO_MARVELOUSES );
float fPercentGreats = stageStats.GetPercentageOfTaps((PlayerNumber)p, TNS_GREAT);
if( fPercentGreats >= 0.8f )