revert
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@@ -1,14 +1,14 @@
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#include "global.h"
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#include "global.h"
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/*
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/*
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-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------
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Class: ScoreKeeperMAX2
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Class: ScoreKeeperMAX2
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Desc:
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Desc:
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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Chris Danford
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-----------------------------------------------------------------------------
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-----------------------------------------------------------------------------
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*/
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*/
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#include "ScoreKeeperMAX2.h"
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#include "ScoreKeeperMAX2.h"
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#include "GameState.h"
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#include "GameState.h"
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#include "PrefsManager.h"
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#include "PrefsManager.h"
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@@ -26,7 +26,7 @@
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ScoreKeeperMAX2::ScoreKeeperMAX2( const vector<Steps*>& apNotes_, const CStringArray &asModifiers, PlayerNumber pn_ ):
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ScoreKeeperMAX2::ScoreKeeperMAX2( const vector<Steps*>& apNotes_, const CStringArray &asModifiers, PlayerNumber pn_ ):
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ScoreKeeper(pn_), apNotes(apNotes_)
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ScoreKeeper(pn_), apNotes(apNotes_)
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{
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{
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//
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//
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// Fill in m_CurStageStats, calculate multiplier
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// Fill in m_CurStageStats, calculate multiplier
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@@ -93,7 +93,7 @@ ScoreKeeper(pn_), apNotes(apNotes_)
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void ScoreKeeperMAX2::OnNextSong( int iSongInCourseIndex, Steps* pNotes, NoteData* pNoteData )
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void ScoreKeeperMAX2::OnNextSong( int iSongInCourseIndex, Steps* pNotes, NoteData* pNoteData )
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{
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{
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/*
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/*
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http://www.aaroninjapan.com/ddr2.html
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http://www.aaroninjapan.com/ddr2.html
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Note on NONSTOP Mode scoring
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Note on NONSTOP Mode scoring
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@@ -109,7 +109,7 @@ void ScoreKeeperMAX2::OnNextSong( int iSongInCourseIndex, Steps* pNotes, NoteDat
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We also keep track of this scoring type in endless, with 100mil per iteration
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We also keep track of this scoring type in endless, with 100mil per iteration
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of all songs, though this score isn't actually seen anywhere right now.
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of all songs, though this score isn't actually seen anywhere right now.
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*/
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*/
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//
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//
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// Calculate the score multiplier
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// Calculate the score multiplier
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//
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//
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@@ -198,7 +198,7 @@ static int GetScore(int p, int B, int S, int n)
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void ScoreKeeperMAX2::AddScore( TapNoteScore score )
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void ScoreKeeperMAX2::AddScore( TapNoteScore score )
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{
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{
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int &iScore = GAMESTATE->m_CurStageStats.iScore[m_PlayerNumber];
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int &iScore = GAMESTATE->m_CurStageStats.iScore[m_PlayerNumber];
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/*
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/*
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http://www.aaroninjapan.com/ddr2.html
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http://www.aaroninjapan.com/ddr2.html
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Regular scoring:
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Regular scoring:
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@@ -209,7 +209,7 @@ void ScoreKeeperMAX2::AddScore( TapNoteScore score )
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Let p = score multiplier (Marvelous = 10, Perfect = 9, Great = 5, other = 0)
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Let p = score multiplier (Marvelous = 10, Perfect = 9, Great = 5, other = 0)
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*/
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*/
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int p = 0; // score multiplier
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int p = 0; // score multiplier
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switch( score )
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switch( score )
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@@ -293,14 +293,14 @@ void ScoreKeeperMAX2::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTa
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// Regular combo
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// Regular combo
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//
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//
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/*
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/*
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http://www.aaroninjapan.com/ddr2.html
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http://www.aaroninjapan.com/ddr2.html
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Note on ONI Mode scoring
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Note on ONI Mode scoring
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Your combo counter only increased with a "Marvelous/Perfect", and double Marvelous/Perfect steps (left and right, etc.)
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Your combo counter only increased with a "Marvelous/Perfect", and double Marvelous/Perfect steps (left and right, etc.)
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only add 1 to your combo instead of 2. The combo counter thus becomes a "Marvelous/Perfect" counter.
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only add 1 to your combo instead of 2. The combo counter thus becomes a "Marvelous/Perfect" counter.
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*/
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*/
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/* True if a jump is one to combo, false if combo is purely based on tap count. */
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/* True if a jump is one to combo, false if combo is purely based on tap count. */
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bool ComboIsPerRow = true;
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bool ComboIsPerRow = true;
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switch( PREFSMAN->m_iScoringType )
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switch( PREFSMAN->m_iScoringType )
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@@ -320,7 +320,7 @@ void ScoreKeeperMAX2::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTa
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if( scoreOfLastTap >= MinScoreToContinueCombo )
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if( scoreOfLastTap >= MinScoreToContinueCombo )
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GAMESTATE->m_CurStageStats.iCurCombo[m_PlayerNumber] += ComboCountIfHit;
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GAMESTATE->m_CurStageStats.iCurCombo[m_PlayerNumber] += ComboCountIfHit;
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/*
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/*
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http://www.aaroninjapan.com/ddr2.html
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http://www.aaroninjapan.com/ddr2.html
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A single step's points are calculated as follows:
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A single step's points are calculated as follows:
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@@ -356,7 +356,7 @@ void ScoreKeeperMAX2::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTa
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Note: if you got all Perfect on this song, you would get (p=10)*B, which is 80,000,000. In fact, the maximum possible
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Note: if you got all Perfect on this song, you would get (p=10)*B, which is 80,000,000. In fact, the maximum possible
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score for any song is the number of feet difficulty X 10,000,000.
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score for any song is the number of feet difficulty X 10,000,000.
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*/
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*/
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AddScore( scoreOfLastTap ); // only score once per row
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AddScore( scoreOfLastTap ); // only score once per row
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@@ -425,7 +425,7 @@ int ScoreKeeperMAX2::TapNoteScoreToDancePoints( TapNoteScore tns )
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if( !GAMESTATE->ShowMarvelous() && tns == TNS_MARVELOUS )
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if( !GAMESTATE->ShowMarvelous() && tns == TNS_MARVELOUS )
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tns = TNS_PERFECT;
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tns = TNS_PERFECT;
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/*
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/*
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http://www.aaroninjapan.com/ddr2.html
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http://www.aaroninjapan.com/ddr2.html
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Regular play scoring
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Regular play scoring
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@@ -455,7 +455,7 @@ int ScoreKeeperMAX2::TapNoteScoreToDancePoints( TapNoteScore tns )
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A "Miss" will subtract 8 points
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A "Miss" will subtract 8 points
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An "OK" (Successful Freeze step) will add 6 points
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An "OK" (Successful Freeze step) will add 6 points
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A "NG" (Unsuccessful Freeze step) is worth 0 points
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A "NG" (Unsuccessful Freeze step) is worth 0 points
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*/
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*/
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switch( GAMESTATE->m_PlayMode )
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switch( GAMESTATE->m_PlayMode )
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{
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{
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@@ -518,4 +518,3 @@ int ScoreKeeperMAX2::HoldNoteScoreToDancePoints( HoldNoteScore hns )
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}
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}
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return +0;
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return +0;
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}
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}
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