rename iMaxScoreToNow -> iCurMaxScore, to look like iCurCombo, iCurMissCombo
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@@ -59,18 +59,18 @@ void ScoreDisplayNormal::SetScore( int iNewScore )
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if( m_pPlayerState->m_CurrentPlayerOptions.m_ScoreDisplay == PlayerOptions::SCORING_SUBTRACT )
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{
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if( iNewScore == 0 && g_CurStageStats.m_player[pn].iMaxScoreToNow == 0 )
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if( iNewScore == 0 && g_CurStageStats.m_player[pn].iCurMaxScore == 0 )
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m_iScore = g_CurStageStats.m_player[pn].iMaxScore;
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else
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m_iScore = g_CurStageStats.m_player[pn].iMaxScore - ( g_CurStageStats.m_player[pn].iMaxScoreToNow - iNewScore );
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m_iScore = g_CurStageStats.m_player[pn].iMaxScore - ( g_CurStageStats.m_player[pn].iCurMaxScore - iNewScore );
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}
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else if( m_pPlayerState->m_CurrentPlayerOptions.m_ScoreDisplay == PlayerOptions::SCORING_AVERAGE )
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{
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if( g_CurStageStats.m_player[pn].iMaxScoreToNow == 0 ) // don't divide by zero fats
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if( g_CurStageStats.m_player[pn].iCurMaxScore == 0 ) // don't divide by zero fats
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m_iScore = 0;
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else
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{
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float scoreRatio = (float) iNewScore / (float) g_CurStageStats.m_player[pn].iMaxScoreToNow;
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float scoreRatio = (float) iNewScore / (float) g_CurStageStats.m_player[pn].iCurMaxScore;
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m_iScore = (int) ( scoreRatio * g_CurStageStats.m_player[pn].iMaxScore );
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}
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}
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@@ -207,7 +207,7 @@ static int GetScore(int p, int B, int S, int n)
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void ScoreKeeperMAX2::AddScore( TapNoteScore score )
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{
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int &iScore = m_pPlayerStageStats->iScore;
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int &iMaxScoreToNow = m_pPlayerStageStats->iMaxScoreToNow;
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int &iCurMaxScore = m_pPlayerStageStats->iCurMaxScore;
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/*
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http://www.aaroninjapan.com/ddr2.html
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@@ -287,7 +287,7 @@ void ScoreKeeperMAX2::AddScore( TapNoteScore score )
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/* Subtract the maximum this step could have been worth from the bonus. */
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m_iPointBonus -= GetScore(10, B, sum, m_iTapNotesHit);
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/* And add the maximum this step could have been worth to the max score up to now. */
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iMaxScoreToNow += GetScore(10, B, sum, m_iTapNotesHit);
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iCurMaxScore += GetScore(10, B, sum, m_iTapNotesHit);
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if ( m_iTapNotesHit == m_iNumTapsAndHolds && score >= TNS_PERFECT )
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{
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@@ -296,13 +296,13 @@ void ScoreKeeperMAX2::AddScore( TapNoteScore score )
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if ( m_bIsLastSongInCourse )
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{
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iScore += 100000000 - m_iMaxScoreSoFar;
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iMaxScoreToNow += 100000000 - m_iMaxScoreSoFar;
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iCurMaxScore += 100000000 - m_iMaxScoreSoFar;
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/* If we're in Endless mode, we'll come around here again, so reset
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* the bonus counter. */
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m_iMaxScoreSoFar = 0;
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}
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iMaxScoreToNow += m_iPointBonus;
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iCurMaxScore += m_iPointBonus;
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}
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ASSERT( iScore >= 0 );
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@@ -18,7 +18,7 @@ void PlayerStageStats::Init()
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fAliveSeconds = 0;
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bFailed = bFailedEarlier = false;
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iPossibleDancePoints = iActualDancePoints = 0;
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iCurCombo = iMaxCombo = iCurMissCombo = iScore = iBonus = iMaxScore = iMaxScoreToNow = 0;
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iCurCombo = iMaxCombo = iCurMissCombo = iScore = iBonus = iMaxScore = iCurMaxScore = 0;
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fSecondsBeforeFail = 0;
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iSongsPassed = iSongsPlayed = 0;
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iTotalError = 0;
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@@ -51,7 +51,7 @@ void PlayerStageStats::AddStats( const PlayerStageStats& other )
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iCurMissCombo += other.iCurMissCombo;
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iScore += other.iScore;
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iMaxScore += other.iMaxScore;
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iMaxScoreToNow += other.iMaxScoreToNow;
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iCurMaxScore += other.iCurMaxScore;
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radarPossible += other.radarPossible;
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radarActual += other.radarActual;
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fSecondsBeforeFail += other.fSecondsBeforeFail;
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@@ -40,7 +40,7 @@ struct PlayerStageStats
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int iMaxCombo;
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int iCurMissCombo;
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int iScore;
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int iMaxScoreToNow;
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int iCurMaxScore;
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int iMaxScore;
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int iBonus; // bonus to be added on screeneval
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RadarValues radarPossible; // filled in by ScreenGameplay on start of notes
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