it's ugly, but it should work. Only have mines nullify full combo if [Gameplay] MineHitIncrementsMissCombo=true
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@@ -10,7 +10,8 @@ StepMania 5.0 $next | 20111xxx
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2011/11/25
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2011/11/25
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* [PlayerStageStats] Hitting a mine no longer gives you full combo. [AJ]
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* [PlayerStageStats] Hitting a mine no longer gives you full combo when
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[Gameplay] MineHitIncrementsMissCombo=true. [AJ]
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2011/11/24
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2011/11/24
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@@ -19,6 +19,7 @@
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#define GRADE_TIER02_IS_FULL_COMBO THEME->GetMetricB("PlayerStageStats","GradeTier02IsFullCombo")
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#define GRADE_TIER02_IS_FULL_COMBO THEME->GetMetricB("PlayerStageStats","GradeTier02IsFullCombo")
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static ThemeMetric<TapNoteScore> g_MinScoreToMaintainCombo( "Gameplay", "MinScoreToMaintainCombo" );
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static ThemeMetric<TapNoteScore> g_MinScoreToMaintainCombo( "Gameplay", "MinScoreToMaintainCombo" );
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static ThemeMetric<bool> g_MineHitIncrementsMissCombo( "Gameplay", "MineHitIncrementsMissCombo" );
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const float LESSON_PASS_THRESHOLD = 0.8f;
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const float LESSON_PASS_THRESHOLD = 0.8f;
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@@ -530,8 +531,8 @@ bool PlayerStageStats::FullComboOfScore( TapNoteScore tnsAllGreaterOrEqual ) con
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return false;
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return false;
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}
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}
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// hit any mines? It's not a full combo.
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// hit any mines when they increment the miss combo? It's not a full combo.
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if( m_iTapNoteScores[TNS_HitMine] > 0 )
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if( g_MineHitIncrementsMissCombo && m_iTapNoteScores[TNS_HitMine] > 0 )
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return false;
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return false;
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// If has at least one of the judgments equal to or above, then is a full combo.
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// If has at least one of the judgments equal to or above, then is a full combo.
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