various changes to bonus transfer to score during eval
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@@ -826,16 +826,14 @@ void ScreenEvaluation::Update( float fDeltaTime )
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continue;
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continue;
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// wait a few seconds before adding bonus
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// wait a few seconds before adding bonus
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if ( RageTimer::GetTimeSinceStart() - m_fScreenCreateTime < 3.0f)
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if ( RageTimer::GetTimeSinceStart() - m_fScreenCreateTime < 1.5f)
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continue;
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continue;
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int increment = GAMESTATE->m_CurStageStats.iBonus[p]/10;
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int increment = GAMESTATE->m_CurStageStats.iBonus[p]/10;
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if (increment < 1)
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if (increment < 1) increment = min(1024, GAMESTATE->m_CurStageStats.iBonus[p]);
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increment = min(1024, GAMESTATE->m_CurStageStats.iBonus[p]);
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// if (GAMESTATE->m_CurStageStats.iBonus[p] > 5000000) increment = 499999;
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GAMESTATE->m_CurStageStats.iBonus[p] -= increment;
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GAMESTATE->m_CurStageStats.iBonus[p] -= increment;
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GAMESTATE->m_CurStageStats.iScore[p] += increment;
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GAMESTATE->m_CurStageStats.iScore[p] += increment;
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m_textScore[p].SetText( ssprintf("%*.0i", NUM_SCORE_DIGITS, GAMESTATE->m_CurStageStats.iScore[p]) );
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m_textScore[p].SetText( ssprintf("%*.0i", NUM_SCORE_DIGITS, GAMESTATE->m_CurStageStats.iScore[p]) );
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