From dd2a9d6f07202d839d0d1bf98689a7fcbd9d297e Mon Sep 17 00:00:00 2001 From: Andrew Wong Date: Sun, 31 Aug 2003 09:48:33 +0000 Subject: [PATCH] make score in max2 scoring a multiple of 5 when failing why? then it becomes more obvious when someone fails since their last digit switches between 0 and 5, rather than x and (x + 5) mod 10. note: this ONLY affects scores after failing and has no effect on scores that don't represent failing scores oh yea, simplified code a little --- stepmania/src/ScoreKeeperMAX2.cpp | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/stepmania/src/ScoreKeeperMAX2.cpp b/stepmania/src/ScoreKeeperMAX2.cpp index 8cb2a785f6..b7d3de6b8e 100644 --- a/stepmania/src/ScoreKeeperMAX2.cpp +++ b/stepmania/src/ScoreKeeperMAX2.cpp @@ -217,12 +217,12 @@ void ScoreKeeperMAX2::AddScore( TapNoteScore score ) // Also, why does this switch on score again instead // of just adding p? -Chris if( GAMESTATE->m_CurStageStats.bFailed[m_PlayerNumber] ) - switch( score ) - { - case TNS_MARVELOUS: m_iScore += 10; break; - case TNS_PERFECT: m_iScore += MarvelousEnabled? 9:10; break; - case TNS_GREAT: m_iScore += 5; break; - } + { + m_iScore += p; + // make score evenly divisible by 5 + // only update this on the next step, to make it less *obvious* + if (p > 0) m_iScore -= (m_iScore % 5); + } else m_iScore += GetScore(p, B, sum, m_iTapNotesHit);