Attempt to fix issues with full combos occuring when checkpoints have been missed.

This commit is contained in:
Flameshadowxeroshin
2010-09-13 21:36:32 -05:00
parent 5cf6d07d8a
commit 8fe4efe6f4
+5
View File
@@ -260,6 +260,7 @@ float PlayerStageStats::GetPercentDancePoints() const
float PlayerStageStats::GetCurMaxPercentDancePoints() const float PlayerStageStats::GetCurMaxPercentDancePoints() const
{ {
if ( m_iPossibleDancePoints == 0 ) if ( m_iPossibleDancePoints == 0 )
return 0; // div/0 return 0; // div/0
if ( m_iCurPossibleDancePoints == m_iPossibleDancePoints ) if ( m_iCurPossibleDancePoints == m_iPossibleDancePoints )
@@ -513,6 +514,10 @@ bool PlayerStageStats::FullComboOfScore( TapNoteScore tnsAllGreaterOrEqual ) con
if( m_iHoldNoteScores[HNS_LetGo] > 0 ) if( m_iHoldNoteScores[HNS_LetGo] > 0 )
return false; return false;
//if any checkpoints were missed, it's not a full combo either
if( m_iTapNoteScores[TNS_CheckpointMiss] > 0 )
return false;
// If has any of the judgments below, then not a full combo // If has any of the judgments below, then not a full combo
for( int i=TNS_Miss; i<tnsAllGreaterOrEqual; i++ ) for( int i=TNS_Miss; i<tnsAllGreaterOrEqual; i++ )
{ {