Use generic names for TapNoteScore values since they are treated genericly by the code.
Theme changes coming...
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@@ -41,7 +41,7 @@ const int NUM_SCORE_DIGITS = 9;
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#define BANNER_HEIGHT THEME->GetMetricF(m_sName,"BannerHeight")
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const char* JUDGE_STRING[NUM_JUDGE_LINES] =
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{
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"Marvelous", "Perfect", "Great", "Good", "Boo", "Miss", "OK", "MaxCombo", "TotalError"
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"Tier1", "Tier2", "Tier3", "Tier4", "Tier5", "Miss", "OK", "MaxCombo", "TotalError"
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};
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const char* STATS_STRING[NUM_STATS_LINES] =
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{
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@@ -157,10 +157,10 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName ) : ScreenWithMenuElement
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{
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STATSMAN->m_CurStageStats.m_player[p].bFailedEarlier = true;
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}
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STATSMAN->m_CurStageStats.m_player[p].iTapNoteScores[TNS_MARVELOUS] = rand()%3;
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STATSMAN->m_CurStageStats.m_player[p].iTapNoteScores[TNS_PERFECT] = rand()%3;
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STATSMAN->m_CurStageStats.m_player[p].iTapNoteScores[TNS_GREAT] = rand()%3;
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STATSMAN->m_CurStageStats.m_player[p].iPossibleGradePoints = 4*ScoreKeeperMAX2::TapNoteScoreToGradePoints(TNS_MARVELOUS, false);
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STATSMAN->m_CurStageStats.m_player[p].iTapNoteScores[TNS_Tier1] = rand()%3;
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STATSMAN->m_CurStageStats.m_player[p].iTapNoteScores[TNS_Tier2] = rand()%3;
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STATSMAN->m_CurStageStats.m_player[p].iTapNoteScores[TNS_Tier3] = rand()%3;
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STATSMAN->m_CurStageStats.m_player[p].iPossibleGradePoints = 4*ScoreKeeperMAX2::TapNoteScoreToGradePoints(TNS_Tier1, false);
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STATSMAN->m_CurStageStats.m_player[p].fLifeRemainingSeconds = randomf( 90, 580 );
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}
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@@ -473,7 +473,7 @@ void ScreenEvaluation::Init()
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//
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for( int l=0; l<NUM_JUDGE_LINES; l++ )
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{
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if( l == 0 && !GAMESTATE->ShowMarvelous() )
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if( l == 0 && !GAMESTATE->ShowTier1() )
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continue; // skip
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if( SHOW_JUDGMENT(l) )
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@@ -500,13 +500,13 @@ void ScreenEvaluation::Init()
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int iValue;
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switch( l )
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{
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case marvelous: iValue = STATSMAN->m_CurStageStats.m_player[p].iTapNoteScores[TNS_MARVELOUS]; break;
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case perfect: iValue = STATSMAN->m_CurStageStats.m_player[p].iTapNoteScores[TNS_PERFECT]; break;
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case great: iValue = STATSMAN->m_CurStageStats.m_player[p].iTapNoteScores[TNS_GREAT]; break;
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case good: iValue = STATSMAN->m_CurStageStats.m_player[p].iTapNoteScores[TNS_GOOD]; break;
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case boo: iValue = STATSMAN->m_CurStageStats.m_player[p].iTapNoteScores[TNS_BOO]; break;
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case miss: iValue = STATSMAN->m_CurStageStats.m_player[p].iTapNoteScores[TNS_MISS]; break;
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case ok: iValue = STATSMAN->m_CurStageStats.m_player[p].iHoldNoteScores[HNS_OK]; break;
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case marvelous: iValue = STATSMAN->m_CurStageStats.m_player[p].iTapNoteScores[TNS_Tier1]; break;
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case perfect: iValue = STATSMAN->m_CurStageStats.m_player[p].iTapNoteScores[TNS_Tier2]; break;
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case great: iValue = STATSMAN->m_CurStageStats.m_player[p].iTapNoteScores[TNS_Tier3]; break;
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case good: iValue = STATSMAN->m_CurStageStats.m_player[p].iTapNoteScores[TNS_Tier4]; break;
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case boo: iValue = STATSMAN->m_CurStageStats.m_player[p].iTapNoteScores[TNS_Tier5]; break;
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case miss: iValue = STATSMAN->m_CurStageStats.m_player[p].iTapNoteScores[TNS_Miss]; break;
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case ok: iValue = STATSMAN->m_CurStageStats.m_player[p].iHoldNoteScores[HNS_Held]; break;
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case max_combo: iValue = STATSMAN->m_CurStageStats.m_player[p].GetMaxCombo().cnt; break;
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case error: iValue = STATSMAN->m_CurStageStats.m_player[p].iTotalError; break;
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default: iValue = 0; ASSERT(0);
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