various changes to bonus transfer to score during eval

This commit is contained in:
Andrew Wong
2003-08-11 20:59:02 +00:00
parent 6812cbfd7a
commit 764cb9f5a1
+3 -5
View File
@@ -826,16 +826,14 @@ void ScreenEvaluation::Update( float fDeltaTime )
continue; continue;
// wait a few seconds before adding bonus // wait a few seconds before adding bonus
if ( RageTimer::GetTimeSinceStart() - m_fScreenCreateTime < 3.0f) if ( RageTimer::GetTimeSinceStart() - m_fScreenCreateTime < 1.5f)
continue; continue;
int increment = GAMESTATE->m_CurStageStats.iBonus[p]/10; int increment = GAMESTATE->m_CurStageStats.iBonus[p]/10;
if (increment < 1)
if (increment < 1) increment = min(1024, GAMESTATE->m_CurStageStats.iBonus[p]); increment = min(1024, GAMESTATE->m_CurStageStats.iBonus[p]);
// if (GAMESTATE->m_CurStageStats.iBonus[p] > 5000000) increment = 499999;
GAMESTATE->m_CurStageStats.iBonus[p] -= increment; GAMESTATE->m_CurStageStats.iBonus[p] -= increment;
GAMESTATE->m_CurStageStats.iScore[p] += increment; GAMESTATE->m_CurStageStats.iScore[p] += increment;
m_textScore[p].SetText( ssprintf("%*.0i", NUM_SCORE_DIGITS, GAMESTATE->m_CurStageStats.iScore[p]) ); m_textScore[p].SetText( ssprintf("%*.0i", NUM_SCORE_DIGITS, GAMESTATE->m_CurStageStats.iScore[p]) );