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.
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@@ -450,7 +450,10 @@ void ScoreKeeperNormal::HandleTapRowScore( const NoteData &nd, int iRow )
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{
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{
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m_pPlayerStageStats->m_iCurCombo = 0;
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m_pPlayerStageStats->m_iCurCombo = 0;
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if( scoreOfLastTap == TNS_Miss )
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if( scoreOfLastTap == TNS_Miss )
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m_pPlayerStageStats->m_iCurMissCombo += iComboCountIfHit;
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// The standard among Bemani games is to only count one miss per "step", regardless of
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// how many taps are in that step. If there is a big demand for something different,
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// we can add a variable similar to m_bComboIsPerRow.
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++m_pPlayerStageStats->m_iCurMissCombo;
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}
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}
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if( m_pPlayerState->m_PlayerNumber != PLAYER_INVALID )
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if( m_pPlayerState->m_PlayerNumber != PLAYER_INVALID )
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