don't rescale RADAR_NUM_* down in GetFinalEvalStatsAndSongs

This commit is contained in:
Glenn Maynard
2004-05-24 00:43:39 +00:00
parent 1b48cfc60d
commit af687ecb9d
+3 -3
View File
@@ -966,11 +966,11 @@ void GameState::GetFinalEvalStatsAndSongs( StageStats& statsOut, vector<Song*>&
if(!vSongsOut.size()) return; if(!vSongsOut.size()) return;
/* XXX: I have no idea if this is correct--but it's better than overflowing, /* Scale radar percentages back down to roughly 0..1. Don't scale RADAR_NUM_TAPS_AND_HOLDS
* anyway. -glenn */ * and the rest, which are counters. */
FOREACH_EnabledPlayer( p ) FOREACH_EnabledPlayer( p )
{ {
for( int r = 0; r < NUM_RADAR_CATEGORIES; r++) for( int r = 0; r < RADAR_NUM_TAPS_AND_HOLDS; r++)
{ {
statsOut.fRadarPossible[p][r] /= vSongsOut.size(); statsOut.fRadarPossible[p][r] /= vSongsOut.size();
statsOut.fRadarActual[p][r] /= vSongsOut.size(); statsOut.fRadarActual[p][r] /= vSongsOut.size();