Don't give awards if GaveUp or UsedAutoplay
Move bGaveUp into StageStats. It's not really a per-player value.
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@@ -24,7 +24,6 @@ void PlayerStageStats::Init()
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fAliveSeconds = 0;
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bFailed = false;
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bFailedEarlier = false;
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bGaveUp = false;
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iPossibleDancePoints = iCurPossibleDancePoints = iActualDancePoints = 0;
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iPossibleGradePoints = 0;
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iCurCombo = iMaxCombo = iCurMissCombo = iScore = iBonus = iMaxScore = iCurMaxScore = 0;
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@@ -59,7 +58,6 @@ void PlayerStageStats::AddStats( const PlayerStageStats& other )
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fAliveSeconds += other.fAliveSeconds;
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bFailed |= other.bFailed;
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bFailedEarlier |= other.bFailedEarlier;
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bGaveUp |= other.bGaveUp;
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iPossibleDancePoints += other.iPossibleDancePoints;
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iActualDancePoints += other.iActualDancePoints;
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iCurPossibleDancePoints += other.iCurPossibleDancePoints;
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@@ -511,10 +509,15 @@ float PlayerStageStats::GetPercentageOfTaps( TapNoteScore tns ) const
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return iTapNoteScores[tns] / (float)iTotalTaps;
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}
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void PlayerStageStats::CalcAwards( PlayerNumber p )
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void PlayerStageStats::CalcAwards( PlayerNumber p, bool bGaveUp, bool bUsedAutoplay )
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{
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LOG->Trace( "hand out awards" );
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m_pcaToShow = PEAK_COMBO_AWARD_INVALID;
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if( bGaveUp || bUsedAutoplay )
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return;
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deque<PerDifficultyAward> &vPdas = GAMESTATE->m_vLastPerDifficultyAwards[p];
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LOG->Trace( "per difficulty awards" );
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