it's ugly, but it should work. Only have mines nullify full combo if [Gameplay] MineHitIncrementsMissCombo=true

This commit is contained in:
AJ Kelly
2011-11-25 17:31:51 -06:00
parent d46db6e9c0
commit 805bd89b4d
2 changed files with 5 additions and 3 deletions
+3 -2
View File
@@ -19,6 +19,7 @@
#define GRADE_TIER02_IS_FULL_COMBO THEME->GetMetricB("PlayerStageStats","GradeTier02IsFullCombo")
static ThemeMetric<TapNoteScore> g_MinScoreToMaintainCombo( "Gameplay", "MinScoreToMaintainCombo" );
static ThemeMetric<bool> g_MineHitIncrementsMissCombo( "Gameplay", "MineHitIncrementsMissCombo" );
const float LESSON_PASS_THRESHOLD = 0.8f;
@@ -530,8 +531,8 @@ bool PlayerStageStats::FullComboOfScore( TapNoteScore tnsAllGreaterOrEqual ) con
return false;
}
// hit any mines? It's not a full combo.
if( m_iTapNoteScores[TNS_HitMine] > 0 )
// hit any mines when they increment the miss combo? It's not a full combo.
if( g_MineHitIncrementsMissCombo && m_iTapNoteScores[TNS_HitMine] > 0 )
return false;
// If has at least one of the judgments equal to or above, then is a full combo.