diff --git a/stepmania/src/ScreenEvaluation.cpp b/stepmania/src/ScreenEvaluation.cpp index d3ff2f0f11..0b2ca1f646 100644 --- a/stepmania/src/ScreenEvaluation.cpp +++ b/stepmania/src/ScreenEvaluation.cpp @@ -208,10 +208,21 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary ) { m_textJudgeNumbers[l][p].SetXY( JUDGE_NUMBERS_X_EZ2[p], JUDGE_EZ2_COOL_Y + 120); } - else if ((l == 1 || l == 3 || l == 5) && GAMEMAN->m_CurGame == GAME_EZ2) + else if ((l == 1 || l == 3 ) && GAMEMAN->m_CurGame == GAME_EZ2) { m_textJudgeNumbers[l][p].SetZoomX(0); // Hide These Ones } + else if (l == 5) // sneakily use this one for the max combo. + { + if (p == PLAYER_1) + { + m_textJudgeNumbers[l][p].SetXY( JUDGE_NUMBERS_X_EZ2[p]-40, JUDGE_EZ2_COOL_Y + 180); + } + else + { + m_textJudgeNumbers[l][p].SetXY( JUDGE_NUMBERS_X_EZ2[p]+40, JUDGE_EZ2_COOL_Y + 180); + } + } this->AddActor( &m_textJudgeNumbers[l][p] ); } @@ -313,6 +324,13 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary ) m_textJudgeNumbers[4][p].SetText( ssprintf("%4d", GS[p].miss) ); m_textJudgeNumbers[5][p].SetText( ssprintf("%4d", GS[p].ok) ); + // SNEAKY! We take the max combo, and put it into element 5, because Ez2dancer + // doesn't care for OK's and plus this text element is already nicely aligned =) + if (GAMEMAN->m_CurGame == GAME_EZ2) + { + m_textJudgeNumbers[5][p].SetText( ssprintf("%4d", GS[p].max_combo) ); + } + m_ScoreDisplay[p].SetScore( (float)GS[p].max_combo * 1000 ); m_ScoreDisplay[p].SetScore( (float)GS[p].score );