don't reset combos between songs in a course

This commit is contained in:
Chris Danford
2002-09-30 02:25:07 +00:00
parent ff93d0d0e3
commit 6a2fab84b4
3 changed files with 2 additions and 7 deletions
+1
View File
@@ -1,4 +1,5 @@
------------------------CVS after 3.00 beta 6----------------
CHANGE: Judge difficulty strictness increased slightly.
CHANGE: Initial sort order now sorts by meter of Easy notes, ala MAX.
BUG FIX: DWI music sample info now read correctly - again.
NEW FEATURE: Precise adjustment of timing window for each grade via the
-6
View File
@@ -2,10 +2,6 @@
Fix
/////////////////////////
effect codes
sort by light difficulty
more traditional particle system in BGAnimationLayer?
- fog
- particle lifetime
@@ -15,8 +11,6 @@ anon CVS instructions
MS phone bill
In the arcade, it doesn't sort music by alphabetical order in its group, but rather, it sorts all the songs in a group according to light difficutly, from the easiest song on top, to the hardest light mode song on the bottom. When there are songs with the same light rating, THEN it sorts THOSE by alphabetical order.
difficulty hiding for ez2
get rid of lines between tiles
+1 -1
View File
@@ -118,7 +118,7 @@ void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, ScoreDi
* is reset and not tweening. Perhaps ActorFrame should recurse to subactors;
* then we could just this->StopTweening()? -glenn */
m_frameJudgement.StopTweening();
m_Combo.Reset();
// m_Combo.Reset(); // don't reset combos between songs in a course!
m_Judgement.Reset();
m_iNumTapNotes = pNoteData->GetNumTapNotes();