Handle combo before score.
Remove +1 in ScoreKeeper5th::AddScore. Combo wasn't going to be +1 in all cases (miss, boo, good, hold note). Not needed anymore with combo first.
This commit is contained in:
@@ -213,9 +213,7 @@ void ScoreKeeper5th::AddScore( TapNoteScore score )
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if (!GAMESTATE->IsCourseMode())
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{
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// handle combo bonus
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// combo hasn't been updated yet, its one bigger than it really is
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int m_iCurrentCombo = GAMESTATE->m_CurStageStats.iCurCombo[m_PlayerNumber] + 1;
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int m_iCurrentCombo = GAMESTATE->m_CurStageStats.iCurCombo[m_PlayerNumber];
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switch( score )
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{
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@@ -273,6 +271,27 @@ void ScoreKeeper5th::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTap
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// Do count additions in judge totals.
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GAMESTATE->m_CurStageStats.iTapNoteScores[m_PlayerNumber][scoreOfLastTap] += 1;
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//
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// Regular combo
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//
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/*
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http://www.aaroninjapan.com/ddr2.html
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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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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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/* True if a jump is one to combo, false if combo is purely based on tap count. */
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// const bool ComboIsPerRow = (GAMESTATE->m_PlayMode == PLAY_MODE_ONI);
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const bool ComboIsPerRow = true;
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const int ComboCountIfHit = ComboIsPerRow? 1: iNumTapsInRow;
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TapNoteScore MinScoreToContinueCombo = GAMESTATE->m_PlayMode == PLAY_MODE_ONI? TNS_PERFECT:TNS_GREAT;
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if( scoreOfLastTap >= MinScoreToContinueCombo )
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GAMESTATE->m_CurStageStats.iCurCombo[m_PlayerNumber] += ComboCountIfHit;
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/*
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http://www.aaroninjapan.com/ddr2.html
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@@ -343,28 +362,6 @@ void ScoreKeeper5th::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTap
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m_iCurToastyCombo = 0;
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break;
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}
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//
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// Regular combo
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//
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int &iCurCombo = GAMESTATE->m_CurStageStats.iCurCombo[m_PlayerNumber];
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/*
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http://www.aaroninjapan.com/ddr2.html
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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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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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/* True if a jump is one to combo, false if combo is purely based on tap count. */
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// const bool ComboIsPerRow = (GAMESTATE->m_PlayMode == PLAY_MODE_ONI);
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const bool ComboIsPerRow = true;
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const int ComboCountIfHit = ComboIsPerRow? 1: iNumTapsInRow;
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TapNoteScore MinScoreToContinueCombo = GAMESTATE->m_PlayMode == PLAY_MODE_ONI? TNS_PERFECT:TNS_GREAT;
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if( scoreOfLastTap >= MinScoreToContinueCombo )
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iCurCombo += ComboCountIfHit;
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}
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@@ -248,6 +248,26 @@ void ScoreKeeperMAX2::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTa
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// Do count additions in judge totals.
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GAMESTATE->m_CurStageStats.iTapNoteScores[m_PlayerNumber][scoreOfLastTap] += 1;
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//
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// Regular combo
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//
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/*
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http://www.aaroninjapan.com/ddr2.html
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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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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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/* True if a jump is one to combo, false if combo is purely based on tap count. */
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const bool ComboIsPerRow = (GAMESTATE->m_PlayMode == PLAY_MODE_ONI);
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const int ComboCountIfHit = ComboIsPerRow? 1: iNumTapsInRow;
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TapNoteScore MinScoreToContinueCombo = GAMESTATE->m_PlayMode == PLAY_MODE_ONI? TNS_PERFECT:TNS_GREAT;
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if( scoreOfLastTap >= MinScoreToContinueCombo )
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GAMESTATE->m_CurStageStats.iCurCombo[m_PlayerNumber] += ComboCountIfHit;
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/*
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http://www.aaroninjapan.com/ddr2.html
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@@ -318,27 +338,6 @@ void ScoreKeeperMAX2::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTa
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m_iCurToastyCombo = 0;
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break;
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}
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//
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// Regular combo
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//
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int &iCurCombo = GAMESTATE->m_CurStageStats.iCurCombo[m_PlayerNumber];
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/*
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http://www.aaroninjapan.com/ddr2.html
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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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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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/* True if a jump is one to combo, false if combo is purely based on tap count. */
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const bool ComboIsPerRow = (GAMESTATE->m_PlayMode == PLAY_MODE_ONI);
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const int ComboCountIfHit = ComboIsPerRow? 1: iNumTapsInRow;
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TapNoteScore MinScoreToContinueCombo = GAMESTATE->m_PlayMode == PLAY_MODE_ONI? TNS_PERFECT:TNS_GREAT;
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if( scoreOfLastTap >= MinScoreToContinueCombo )
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iCurCombo += ComboCountIfHit;
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}
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