cleanup
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@@ -189,21 +189,9 @@ bool NoteDataWithScoring::IsRowCompletelyJudged( const NoteData &in, unsigned ro
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return MinTapNoteScore( in, row ) >= TNS_MISS;
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}
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/* From aaroninjapan.com (http://www.aaroninjapan.com/ddr2.html)
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*
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* Stream: The ratio of your number of Perfects to getting all Perfects
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* Voltage: The ratio of your maximum combo to getting a Full Combo
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* Air: The ratio of your number of Perfects on all your jumps (R+L, R+D, etc) to getting all Perfects on all Jumps
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* Chaos: The ratio of your dance level compared to that of AAA (all Perfect) level
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* Freeze: The ratio of your total number of "OK"s on all the Freeze arrows to getting all "OK" on all the Freeze arrows
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*
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* I don't think chaos is correct, at least relative to DDREX. You can AA songs and get a full Chaos graph.
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* No idea what it actually could be, though.
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*/
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namespace
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{
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/* Return the ratio of actual to possible Perfects. */
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float GetActualStreamRadarValue( const NoteData &in, float fSongSeconds, PlayerNumber pn )
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{
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int iTotalSteps = in.GetNumTapNotes();
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@@ -214,6 +202,7 @@ float GetActualStreamRadarValue( const NoteData &in, float fSongSeconds, PlayerN
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return clamp( float(Perfects)/iTotalSteps, 0.0f, 1.0f );
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}
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/* Return the ratio of actual combo to max combo. */
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float GetActualVoltageRadarValue( const NoteData &in, float fSongSeconds, PlayerNumber pn )
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{
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/* STATSMAN->m_CurStageStats.iMaxCombo is unrelated to GetNumTapNotes: m_bComboContinuesBetweenSongs
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@@ -225,6 +214,7 @@ float GetActualVoltageRadarValue( const NoteData &in, float fSongSeconds, Player
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return clamp( fComboPercent, 0.0f, 1.0f );
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}
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/* Return the ratio of actual to possible Perfects on jumps. */
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float GetActualAirRadarValue( const NoteData &in, float fSongSeconds, PlayerNumber pn )
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{
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const int iTotalDoubles = in.GetNumJumps();
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@@ -236,6 +226,7 @@ float GetActualAirRadarValue( const NoteData &in, float fSongSeconds, PlayerNumb
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return clamp( (float)iNumDoubles / iTotalDoubles, 0.0f, 1.0f );
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}
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/* Return the ratio of actual to possible dance points. */
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float GetActualChaosRadarValue( const NoteData &in, float fSongSeconds, PlayerNumber pn )
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{
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const int iPossibleDP = STATSMAN->m_CurStageStats.m_player[pn].iPossibleDancePoints;
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@@ -246,6 +237,7 @@ float GetActualChaosRadarValue( const NoteData &in, float fSongSeconds, PlayerNu
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return clamp( float(ActualDP)/iPossibleDP, 0.0f, 1.0f );
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}
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/* Return the ratio of actual to possible successful holds. */
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float GetActualFreezeRadarValue( const NoteData &in, float fSongSeconds, PlayerNumber pn )
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{
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// number of hold steps
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