m_textJudgePercents[l][p].LoadFromFont( THEME->GetPathF(m_sName, "judge") ); m_textJudgePercents[l][p].SetShadowLength( 0 ); m_textJudgePercents[l][p].SetDiffuse( PlayerToColor(p) ); m_textJudgePercents[l][p].SetName( ssprintf("%sPercentP%d",JUDGE_STRING[l],p+1) ); SET_XY_AND_ON_COMMAND( m_textJudgePercents[l][p] ); this->AddChild( &m_textJudgePercents[l][p] ); // stageStats.GetPercentageOfTaps(p, TNS_GREAT); change for desired value // there is no way to get the percentages of hold notes yet. // this may be fixed at a later date. float fPercentValue = 0; switch( l ) { case marvelous: fPercentValue = stageStats.GetPercentageOfTaps(p, TNS_MARVELOUS); break; case perfect: fPercentValue = stageStats.GetPercentageOfTaps(p, TNS_PERFECT); break; case great: fPercentValue = stageStats.GetPercentageOfTaps(p, TNS_GREAT); break; case good: fPercentValue = stageStats.GetPercentageOfTaps(p, TNS_GOOD); break; case boo: fPercentValue = stageStats.GetPercentageOfTaps(p, TNS_BOO); break; case miss: fPercentValue = stageStats.GetPercentageOfTaps(p, TNS_MISS); break; //case ok: fValue = stageStats.iHoldNoteScores[p][HNS_OK]; break; case ok: break; case max_combo: break; case error: break; default: iValue = 0; ASSERT(0); } // UGLY... generalize this int iNumDigits = (l==max_combo) ? MAX_COMBO_NUM_DIGITS : 4; float fNumDigits = (l==max_combo) ? MAX_COMBO_NUM_DIGITS : 4; m_textJudgeNumbers[l][p].SetText( ssprintf("%*d",iNumDigits,iValue) ); m_textJudgePercents[l][p].SetText( ssprintf("%*d",fNumDigits,fPercentValue) );