add rolls to eval and scoring
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@@ -270,11 +270,7 @@ void NoteDataWithScoring::GetActualRadarValues( const NoteData &in, PlayerNumber
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case RADAR_CHAOS: out[rc] = GetActualChaosRadarValue( in, fSongSeconds, pn ); break;
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case RADAR_NUM_TAPS_AND_HOLDS: out[rc] = (float) GetNumNWithScore( in, TNS_GOOD, 1 ); break;
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case RADAR_NUM_JUMPS: out[rc] = (float) GetNumNWithScore( in, TNS_GOOD, 2 ); break;
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// XXX: This should be hold_head_hold, but that'll affect scoring.
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case RADAR_NUM_HOLDS: out[rc] = (float)
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GetNumHoldNotesWithScore( in, TapNote::hold_head_hold, HNS_OK ) +
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GetNumHoldNotesWithScore( in, TapNote::hold_head_roll, HNS_OK );
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break;
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case RADAR_NUM_HOLDS: out[rc] = (float) GetNumHoldNotesWithScore( in, TapNote::hold_head_hold, HNS_OK ); break;
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case RADAR_NUM_MINES: out[rc] = (float) GetSuccessfulMines( in ); break;
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case RADAR_NUM_HANDS: out[rc] = (float) GetSuccessfulHands( in ); break;
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case RADAR_NUM_ROLLS: out[rc] = (float) GetNumHoldNotesWithScore( in, TapNote::hold_head_roll, HNS_OK ); break;
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