Set up #COMBOS with proper Judgment values.
This will be looked at more on wake up.
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+12
-2
@@ -13,7 +13,8 @@ class XNode;
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struct TapNoteResult
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struct TapNoteResult
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{
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{
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/** @brief Set up the TapNoteResult with default values. */
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/** @brief Set up the TapNoteResult with default values. */
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TapNoteResult() : tns(TNS_None), fTapNoteOffset(0.f), bHidden(false) { }
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TapNoteResult() : tns(TNS_None), fTapNoteOffset(0.f),
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bHidden(false), numJudgments(1) { }
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/** @brief The TapNoteScore that was achieved by the player. */
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/** @brief The TapNoteScore that was achieved by the player. */
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TapNoteScore tns;
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TapNoteScore tns;
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@@ -28,6 +29,12 @@ struct TapNoteResult
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/** @brief If the whole row has been judged, all taps on the row will be set to hidden. */
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/** @brief If the whole row has been judged, all taps on the row will be set to hidden. */
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bool bHidden;
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bool bHidden;
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/**
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* @brief How many judgments is this really worth?
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*
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* This is based off of the Combo Segment value. */
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int numJudgments;
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// XML
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// XML
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XNode* CreateNode() const;
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XNode* CreateNode() const;
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void LoadFromNode( const XNode* pNode );
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void LoadFromNode( const XNode* pNode );
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@@ -35,7 +42,10 @@ struct TapNoteResult
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/** @brief The result of holding (or letting go of) a hold note. */
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/** @brief The result of holding (or letting go of) a hold note. */
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struct HoldNoteResult
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struct HoldNoteResult
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{
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{
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HoldNoteResult() : hns(HNS_None), fLife(1.f), fOverlappedTime(0), iLastHeldRow(0), iCheckpointsHit(0), iCheckpointsMissed(0), bHeld(false), bActive(false) { }
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HoldNoteResult(): hns(HNS_None), fLife(1.f),
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fOverlappedTime(0), iLastHeldRow(0),
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iCheckpointsHit(0), iCheckpointsMissed(0),
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bHeld(false), bActive(false) { }
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float GetLastHeldBeat() const;
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float GetLastHeldBeat() const;
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HoldNoteScore hns;
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HoldNoteScore hns;
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