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.
This commit is contained in:
John Bauer
2006-11-27 04:36:09 +00:00
parent 640ab6050d
commit 90f9a4543b
+4 -1
View File
@@ -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 )