grading error fixes, ranking calculation and display fixes, set default difficulty back to same level as 3.0 final

This commit is contained in:
Chris Danford
2003-02-03 05:53:59 +00:00
parent f34705a495
commit d12e090808
23 changed files with 182 additions and 113 deletions
+20 -5
View File
@@ -232,10 +232,10 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
Grade grade[NUM_PLAYERS];
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) || GAMESTATE->m_CurStageStats.bFailed[p] )
grade[p] = GRADE_E;
if( GAMESTATE->IsPlayerEnabled(p) )
grade[p] = stageStats.GetGrade( (PlayerNumber)p );
else
grade[p] = GAMESTATE->GetCurrentGrade( (PlayerNumber)p );
grade[p] = GRADE_E;
}
Grade max_grade = GRADE_NO_DATA;
@@ -832,7 +832,22 @@ void ScreenEvaluation::MenuStart( PlayerNumber pn )
m_Menu.TweenOffScreenToBlack( SM_GoToGameFinished, false );
}
GAMESTATE->m_iCurrentStageIndex++; // Increment the stage counter.
GAMESTATE->m_vPassedStageStats.push_back( GAMESTATE->m_CurStageStats ); // Save this stage's stats
switch( m_ResultMode )
{
case RM_ARCADE_STAGE:
GAMESTATE->m_iCurrentStageIndex++; // Increment the stage counter.
// add current stage stats to accumulated total only if this song was passed
{
bool bOnePassed = false;
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) )
bOnePassed |= !GAMESTATE->m_CurStageStats.bFailed[p];
if( bOnePassed )
GAMESTATE->m_vPassedStageStats.push_back( GAMESTATE->m_CurStageStats ); // Save this stage's stats
}
break;
}
}