comment, cleanup
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+7
-9
@@ -18,18 +18,17 @@ struct TapScoreDistribution
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for( int i=0; i<=TNS_W1; i++ )
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{
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fCumulativePercent += fPercent[i];
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if( fRand <= fCumulativePercent+1e-4 ) /* rounding error */
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if( fRand <= fCumulativePercent+1e-4 ) // rounding error
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return (TapNoteScore)i;
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}
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ASSERT_M( 0, ssprintf("%f,%f",fRand,fCumulativePercent) ); // the fCumulativePercents must sum to 1.0, so we should never get here!
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// the fCumulativePercents must sum to 1.0, so we should never get here!
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ASSERT_M( 0, ssprintf("%f,%f",fRand,fCumulativePercent) );
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return TNS_W1;
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}
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};
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static TapScoreDistribution g_Distributions[NUM_SKILL_LEVELS];
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void PlayerAI::InitFromDisk()
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{
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bool bSuccess;
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@@ -68,7 +67,6 @@ void PlayerAI::InitFromDisk()
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}
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}
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TapNoteScore PlayerAI::GetTapNoteScore( const PlayerState* pPlayerState )
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{
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if( pPlayerState->m_PlayerController == PC_AUTOPLAY )
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@@ -84,10 +82,10 @@ TapNoteScore PlayerAI::GetTapNoteScore( const PlayerState* pPlayerState )
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int iCpuSkill = pPlayerState->m_iCpuSkill;
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/* If we're in battle mode, reduce the skill based on the number of modifier attacks
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* against us. If we're in demonstration or jukebox mode with modifiers attached,
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* don't make demonstration miss a lot. */
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// xxx: weight certain modifiers (boomerang, tornado) more? (to simulate
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/* If we're in battle mode, reduce the skill based on the number of modifier
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* attacks against us. If we're in demonstration or jukebox mode with
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* modifiers attached, don't make demonstration miss a lot. */
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// Idea: weight certain modifiers (boomerang, tornado) more? (to simulate
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// readability problems) -aj
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if( !GAMESTATE->m_bDemonstrationOrJukebox )
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{
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