From 764cb9f5a1ae57f558d9b263dcfc80a21ac663ed Mon Sep 17 00:00:00 2001 From: Andrew Wong Date: Mon, 11 Aug 2003 20:59:02 +0000 Subject: [PATCH] various changes to bonus transfer to score during eval --- stepmania/src/ScreenEvaluation.cpp | 8 +++----- 1 file changed, 3 insertions(+), 5 deletions(-) diff --git a/stepmania/src/ScreenEvaluation.cpp b/stepmania/src/ScreenEvaluation.cpp index 7858d363f2..e2cc00a2fb 100644 --- a/stepmania/src/ScreenEvaluation.cpp +++ b/stepmania/src/ScreenEvaluation.cpp @@ -826,16 +826,14 @@ void ScreenEvaluation::Update( float fDeltaTime ) continue; // wait a few seconds before adding bonus - if ( RageTimer::GetTimeSinceStart() - m_fScreenCreateTime < 3.0f) + if ( RageTimer::GetTimeSinceStart() - m_fScreenCreateTime < 1.5f) continue; int increment = GAMESTATE->m_CurStageStats.iBonus[p]/10; - - if (increment < 1) increment = min(1024, GAMESTATE->m_CurStageStats.iBonus[p]); -// if (GAMESTATE->m_CurStageStats.iBonus[p] > 5000000) increment = 499999; + if (increment < 1) + increment = min(1024, GAMESTATE->m_CurStageStats.iBonus[p]); GAMESTATE->m_CurStageStats.iBonus[p] -= increment; - GAMESTATE->m_CurStageStats.iScore[p] += increment; m_textScore[p].SetText( ssprintf("%*.0i", NUM_SCORE_DIGITS, GAMESTATE->m_CurStageStats.iScore[p]) );