Use generic names for TapNoteScore values since they are treated genericly by the code.
Theme changes coming...
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@@ -171,12 +171,12 @@ ScreenEnding::ScreenEnding( CString sClassName ) : ScreenAttract( sClassName, fa
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].iCurCombo = 250;
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].UpdateComboList( 100, false );
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].iTapNoteScores[TNS_MARVELOUS] = rand()%2;
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].iTapNoteScores[TNS_PERFECT] = rand()%2;
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].iTapNoteScores[TNS_GREAT] = rand()%2;
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STATSMAN->m_CurStageStats.m_player[PLAYER_2].iTapNoteScores[TNS_MARVELOUS] = rand()%2;
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STATSMAN->m_CurStageStats.m_player[PLAYER_2].iTapNoteScores[TNS_PERFECT] = rand()%2;
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STATSMAN->m_CurStageStats.m_player[PLAYER_2].iTapNoteScores[TNS_GREAT] = rand()%2;
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].iTapNoteScores[TNS_Tier1] = rand()%2;
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].iTapNoteScores[TNS_Tier2] = rand()%2;
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].iTapNoteScores[TNS_Tier3] = rand()%2;
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STATSMAN->m_CurStageStats.m_player[PLAYER_2].iTapNoteScores[TNS_Tier1] = rand()%2;
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STATSMAN->m_CurStageStats.m_player[PLAYER_2].iTapNoteScores[TNS_Tier2] = rand()%2;
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STATSMAN->m_CurStageStats.m_player[PLAYER_2].iTapNoteScores[TNS_Tier3] = rand()%2;
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STATSMAN->m_vPlayedStageStats.clear();
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}
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