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@@ -5,7 +5,7 @@
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Desc: A graphic displayed in the ScoreDisplayRolling during Dancing.
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Copyright (c) 2001 Chris Danford. All rights reserved.
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Copyright (c) 2001-2002 by the persons listed below. All rights reserved.
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-----------------------------------------------------------------------------
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*/
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@@ -99,7 +99,7 @@ void ScoreDisplayRolling::AddToScore( TapNoteScore score, int iCurCombo )
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// The scoring system for DDR versions 1 and 2 (including the Plus remixes) is as follows:
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// For every step:
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//
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// Multiplier (M) = (# of Pattern in your current combo / 4) rounded down
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// Multiplier (M) = (# of NoteMetadata in your current combo / 4) rounded down
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// "Good" step = M * 100 (and this ends your combo)
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// "Great" step = M * M * 100
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// "Perfect" step = M * M * 300
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@@ -139,11 +139,11 @@ void ScoreDisplayRolling::AddToScore( TapNoteScore score, int iCurCombo )
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The base step value is the max score divided by 10, divided by
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one-half of the max combo squared plus the max combo. This value is
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multiplied by 10 for a perfect or 5 for a great, and further
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multiplied by the number of Pattern currently in the combo. */
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multiplied by the number of NoteMetadata currently in the combo. */
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/*
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int iScoreToAdd = 0; int iBonus = 0;
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Pattern *pSteps = GAMEINFO->m_pStepsPlayer[m_PlayerNumber];
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NoteMetadata *pSteps = GAMEINFO->m_pStepsPlayer[m_PlayerNumber];
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int iNumFeet = pSteps->m_iNumFeet;
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int iMaxCombo = pSteps->GetNumSteps();
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