Attempt to fix issues with full combos occuring when checkpoints have been missed.
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@@ -260,6 +260,7 @@ float PlayerStageStats::GetPercentDancePoints() const
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float PlayerStageStats::GetCurMaxPercentDancePoints() const
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float PlayerStageStats::GetCurMaxPercentDancePoints() const
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{
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{
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if ( m_iPossibleDancePoints == 0 )
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if ( m_iPossibleDancePoints == 0 )
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return 0; // div/0
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return 0; // div/0
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if ( m_iCurPossibleDancePoints == m_iPossibleDancePoints )
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if ( m_iCurPossibleDancePoints == m_iPossibleDancePoints )
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@@ -513,6 +514,10 @@ bool PlayerStageStats::FullComboOfScore( TapNoteScore tnsAllGreaterOrEqual ) con
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if( m_iHoldNoteScores[HNS_LetGo] > 0 )
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if( m_iHoldNoteScores[HNS_LetGo] > 0 )
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return false;
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return false;
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//if any checkpoints were missed, it's not a full combo either
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if( m_iTapNoteScores[TNS_CheckpointMiss] > 0 )
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return false;
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// If has any of the judgments below, then not a full combo
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// If has any of the judgments below, then not a full combo
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for( int i=TNS_Miss; i<tnsAllGreaterOrEqual; i++ )
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for( int i=TNS_Miss; i<tnsAllGreaterOrEqual; i++ )
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{
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{
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