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
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@@ -217,11 +217,11 @@ void ScoreKeeperMAX2::AddScore( TapNoteScore score )
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// Also, why does this switch on score again instead
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// Also, why does this switch on score again instead
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// of just adding p? -Chris
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// of just adding p? -Chris
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if( GAMESTATE->m_CurStageStats.bFailed[m_PlayerNumber] )
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if( GAMESTATE->m_CurStageStats.bFailed[m_PlayerNumber] )
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switch( score )
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{
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{
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case TNS_MARVELOUS: m_iScore += 10; break;
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m_iScore += p;
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case TNS_PERFECT: m_iScore += MarvelousEnabled? 9:10; break;
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// make score evenly divisible by 5
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case TNS_GREAT: m_iScore += 5; break;
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// only update this on the next step, to make it less *obvious*
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if (p > 0) m_iScore -= (m_iScore % 5);
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}
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}
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else
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else
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m_iScore += GetScore(p, B, sum, m_iTapNotesHit);
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m_iScore += GetScore(p, B, sum, m_iTapNotesHit);
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