unsigned int combo and score, Player::IncrementComboOrMissCombo
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-3
@@ -25,7 +25,7 @@ ThemeMetric<float> ITEM_USE_RATE_SECONDS("Inventory","ItemUseRateSeconds");
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struct Item
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{
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AttackLevel level;
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int iCombo;
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unsigned int iCombo;
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RString sModifier;
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};
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static vector<Item> g_Items;
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@@ -100,9 +100,9 @@ void Inventory::Update( float fDelta )
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// check to see if they deserve a new item
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if( STATSMAN->m_CurStageStats.m_player[pn].m_iCurCombo != m_iLastSeenCombo )
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{
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int iOldCombo = m_iLastSeenCombo;
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unsigned int iOldCombo = m_iLastSeenCombo;
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m_iLastSeenCombo = STATSMAN->m_CurStageStats.m_player[pn].m_iCurCombo;
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int iNewCombo = m_iLastSeenCombo;
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unsigned int iNewCombo = m_iLastSeenCombo;
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#define CROSSED(i) (iOldCombo<i)&&(iNewCombo>=i)
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#define BROKE_ABOVE(i) (iNewCombo<iOldCombo)&&(iOldCombo>=i)
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