From f59b2caa1bb08eaa203c47646f8d66a5f6b05f32 Mon Sep 17 00:00:00 2001 From: poco0317 Date: Sat, 24 Nov 2018 23:14:27 -0600 Subject: [PATCH] Fix inconsistent judge conversions in replay eval screen --- src/ScreenGameplay.cpp | 13 +++++++++++++ 1 file changed, 13 insertions(+) diff --git a/src/ScreenGameplay.cpp b/src/ScreenGameplay.cpp index 4782c45c8d..699f799be9 100644 --- a/src/ScreenGameplay.cpp +++ b/src/ScreenGameplay.cpp @@ -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(); } }