Mines need to be processed for dance points

This commit is contained in:
Josh Allen
2006-07-20 18:21:37 +00:00
parent a7a2bb2dcc
commit 4a10b6efca
+9 -3
View File
@@ -57,7 +57,7 @@ float AdjustedWindowSeconds( TimingWindow tw )
return fSecs;
}
//is this define really needed, if not I'll remove it
#define ADJUSTED_WINDOW_SECONDS( tw ) AdjustedWindowSeconds( tw )
@@ -1426,7 +1426,7 @@ void Player::UpdateJudgedRows()
if( tn.type != TapNote::mine )
continue;
switch( tn.result.tns )
{
case TNS_None: bAllJudged = false;
@@ -1446,7 +1446,7 @@ void Player::UpdateJudgedRows()
m_vKeysounds[tn.iKeysoundIndex].Play();
else
m_soundMine.Play();
if( m_pLifeMeter )
m_pLifeMeter->ChangeLife( tn.result.tns );
if( m_pScoreDisplay )
@@ -1455,6 +1455,12 @@ void Player::UpdateJudgedRows()
m_pSecondaryScoreDisplay->OnJudgment( tn.result.tns );
if( m_pCombinedLifeMeter )
m_pCombinedLifeMeter->ChangeLife( pn, tn.result.tns );
//Make sure hit mines affect the dance points
if( m_pPrimaryScoreKeeper )
m_pPrimaryScoreKeeper->HandleTapScore( tn );
if( m_pSecondaryScoreKeeper )
m_pSecondaryScoreKeeper->HandleTapScore( tn );
TapNote tn2 = tn;
tn2.result.bHidden = true;