...wait, it was this area, wasn't it?
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@@ -416,18 +416,32 @@ void ScoreKeeperNormal::HandleTapScore( const TapNote &tn )
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void ScoreKeeperNormal::HandleHoldCheckpointScore( const NoteData &nd, int iRow, int iNumHoldsHeldThisRow, int iNumHoldsMissedThisRow )
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{
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HandleTapNoteScoreInternal( iNumHoldsMissedThisRow == 0? TNS_CheckpointHit:TNS_CheckpointMiss, TNS_CheckpointHit );
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HandleTapNoteScoreInternal(iNumHoldsMissedThisRow == 0 ? TNS_CheckpointHit:TNS_CheckpointMiss,
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TNS_CheckpointHit, iRow);
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HandleComboInternal( iNumHoldsHeldThisRow, 0, iNumHoldsMissedThisRow, iRow );
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}
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void ScoreKeeperNormal::HandleTapNoteScoreInternal( TapNoteScore tns, TapNoteScore maximum )
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void ScoreKeeperNormal::HandleTapNoteScoreInternal( TapNoteScore tns, TapNoteScore maximum, int row )
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{
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// Update dance points.
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if( !m_pPlayerStageStats->m_bFailed )
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m_pPlayerStageStats->m_iActualDancePoints += TapNoteScoreToDancePoints( tns );
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// update judged row totals
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m_pPlayerStageStats->m_iTapNoteScores[tns] += 1;
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// update judged row totals. Respect Combo segments here.
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TimingData &td = GAMESTATE->m_pCurSteps[m_pPlayerState->m_PlayerNumber]->m_Timing;
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ComboSegment &cs = td.GetComboSegmentAtRow(row);
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if (tns >= m_MinScoreToContinueCombo)
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{
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m_pPlayerStageStats->m_iTapNoteScores[tns] += cs.GetCombo();
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}
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else if (tns < m_MinScoreToMaintainCombo)
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{
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m_pPlayerStageStats->m_iTapNoteScores[tns] += cs.GetMissCombo();
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}
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else
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{
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m_pPlayerStageStats->m_iTapNoteScores[tns] += 1;
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}
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// increment the current total possible dance score
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m_pPlayerStageStats->m_iCurPossibleDancePoints += TapNoteScoreToDancePoints( maximum );
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@@ -519,7 +533,7 @@ void ScoreKeeperNormal::HandleTapRowScore( const NoteData &nd, int iRow )
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m_iNumNotesHitThisRow = iNumTapsInRow;
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TapNoteScore scoreOfLastTap = NoteDataWithScoring::LastTapNoteWithResult( nd, iRow ).result.tns;
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HandleTapNoteScoreInternal( scoreOfLastTap, TNS_W1 );
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HandleTapNoteScoreInternal( scoreOfLastTap, TNS_W1, iRow );
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if ( GAMESTATE->GetCurrentGame()->m_bCountNotesSeparately )
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{
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