simplify mine scoring
add separate dance point weights for mines
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@@ -33,12 +33,18 @@ void ScoreKeeperRave::OnNextSong( int iSongInCourseIndex, const Steps* pNotes, c
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}
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void ScoreKeeperRave::HandleTapScore( TapNoteScore score )
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{
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// FIXME
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}
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#define CROSSED( val ) (fOld < val && fNew >= val)
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#define CROSSED_ATTACK_LEVEL( level ) CROSSED(1.f/NUM_ATTACK_LEVELS*(level+1))
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void ScoreKeeperRave::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTapsInRow, int iNumAdditions )
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void ScoreKeeperRave::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTapsInRow )
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{
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AttackLevel oldAL = (AttackLevel)(int)GAMESTATE->m_fSuperMeter[m_PlayerNumber];
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// TODO: Move these to prefs
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float fPercentToMove;
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switch( scoreOfLastTap )
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{
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@@ -66,7 +72,7 @@ void ScoreKeeperRave::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTa
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void ScoreKeeperRave::HandleHoldScore( HoldNoteScore holdScore, TapNoteScore tapScore )
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{
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// FIXME
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}
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void ScoreKeeperRave::Update( float fDelta )
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