From 90f9a4543baf39c22ecf62976c6b4327b115765e Mon Sep 17 00:00:00 2001 From: John Bauer Date: Mon, 27 Nov 2006 04:36:09 +0000 Subject: [PATCH] I've never seen the "correct" functioning of a miss combo in an arcade, thanks of course to my amazing abilities. Lesser players have pointed out that the right thing to do is in fact increment a miss combo by one regardless of how many taps are missed at once. This change restores the original count and leaves a comment describing why it isn't incremented more. Also, just kidding, Wolfman. --- stepmania/src/ScoreKeeperNormal.cpp | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/stepmania/src/ScoreKeeperNormal.cpp b/stepmania/src/ScoreKeeperNormal.cpp index 9785889a25..a799ffbd5a 100644 --- a/stepmania/src/ScoreKeeperNormal.cpp +++ b/stepmania/src/ScoreKeeperNormal.cpp @@ -450,7 +450,10 @@ void ScoreKeeperNormal::HandleTapRowScore( const NoteData &nd, int iRow ) { m_pPlayerStageStats->m_iCurCombo = 0; if( scoreOfLastTap == TNS_Miss ) - m_pPlayerStageStats->m_iCurMissCombo += iComboCountIfHit; + // The standard among Bemani games is to only count one miss per "step", regardless of + // how many taps are in that step. If there is a big demand for something different, + // we can add a variable similar to m_bComboIsPerRow. + ++m_pPlayerStageStats->m_iCurMissCombo; } if( m_pPlayerState->m_PlayerNumber != PLAYER_INVALID )