2.50 checkin

This commit is contained in:
Chris Danford
2002-04-16 17:31:00 +00:00
parent 6b925217b7
commit 78f3e80118
135 changed files with 4566 additions and 1725 deletions
+4 -4
View File
@@ -5,7 +5,7 @@
Desc: A graphic displayed in the ScoreDisplayRolling during Dancing.
Copyright (c) 2001 Chris Danford. All rights reserved.
Copyright (c) 2001-2002 by the persons listed below. All rights reserved.
-----------------------------------------------------------------------------
*/
@@ -99,7 +99,7 @@ void ScoreDisplayRolling::AddToScore( TapNoteScore score, int iCurCombo )
// The scoring system for DDR versions 1 and 2 (including the Plus remixes) is as follows:
// For every step:
//
// Multiplier (M) = (# of Pattern in your current combo / 4) rounded down
// Multiplier (M) = (# of NoteMetadata in your current combo / 4) rounded down
// "Good" step = M * 100 (and this ends your combo)
// "Great" step = M * M * 100
// "Perfect" step = M * M * 300
@@ -139,11 +139,11 @@ void ScoreDisplayRolling::AddToScore( TapNoteScore score, int iCurCombo )
The base step value is the max score divided by 10, divided by
one-half of the max combo squared plus the max combo. This value is
multiplied by 10 for a perfect or 5 for a great, and further
multiplied by the number of Pattern currently in the combo. */
multiplied by the number of NoteMetadata currently in the combo. */
/*
int iScoreToAdd = 0; int iBonus = 0;
Pattern *pSteps = GAMEINFO->m_pStepsPlayer[m_PlayerNumber];
NoteMetadata *pSteps = GAMEINFO->m_pStepsPlayer[m_PlayerNumber];
int iNumFeet = pSteps->m_iNumFeet;
int iMaxCombo = pSteps->GetNumSteps();