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Fix inconsistent judge conversions in replay eval screen
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poco0317 committed Nov 25, 2018
1 parent 38481fc commit f59b2ca
Showing 1 changed file with 13 additions and 0 deletions.
13 changes: 13 additions & 0 deletions src/ScreenGameplay.cpp
Expand Up @@ -2231,6 +2231,19 @@ ScreenGameplay::SaveStats()
NoteDataWithScoring::GetActualRadarValues(nd, pss, fMusicLen, rv);
pss.m_radarActual += rv;
GAMESTATE->SetProcessedTimingData(NULL);
}
if (GamePreferences::m_AutoPlay.Get() == PC_REPLAY) {
// We need to replace the newly created replay data with the actual old
// data Because to keep consistently lazy practices, we can just hack
// things together instead of fixing the real issue -poco
// (doing this fixes a lot of issues in the eval screen)
PlayerStageStats* pss = m_vPlayerInfo[PLAYER_1].GetPlayerStageStats();
HighScore* hs = PlayerAI::pScoreData;
pss->m_vHoldReplayData = hs->GetHoldReplayDataVector();
pss->m_vNoteRowVector = hs->GetNoteRowVector();
pss->m_vOffsetVector = hs->GetOffsetVector();
pss->m_vTapNoteTypeVector = hs->GetTapNoteTypeVector();
pss->m_vTrackVector = hs->GetTrackVector();
}
}

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