small changes
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@@ -357,7 +357,7 @@ void ScreenEvaluation::Init()
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SET_XY( m_sprPercentFrame[p] );
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this->AddChild( m_sprPercentFrame[p] );
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/* Use "ScreenEvaluation Percent" for the [metric set], but position and
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/* Use "ScreenEvaluation Percent" in the [metrics], but position and
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* tween it with "PercentP1X", etc. */
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m_Percent[p].SetName( ssprintf("PercentP%d",p+1) );
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m_Percent[p].Load( GAMESTATE->m_pPlayerState[p], &m_pStageStats->m_player[p], "ScreenEvaluation Percent", true );
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@@ -404,7 +404,8 @@ void ScreenEvaluation::Init()
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ActorUtil::LoadAllCommands( m_sprActualBar[p][r], m_sName );
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SET_XY( m_sprActualBar[p][r] );
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// .99999 is fairly close to 1.00, so we use that
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// .99999 is fairly close to 1.00, so we use that.
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// todo: allow extra commands for AAA/AAAA? -aj
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if( m_pStageStats->m_player[p].m_radarActual[r] > 0.99999f )
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m_sprActualBar[p][r].RunCommands( BAR_ACTUAL_MAX_COMMAND );
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this->AddChild( &m_sprActualBar[p][r] );
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@@ -546,12 +547,12 @@ void ScreenEvaluation::Init()
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SET_XY( m_textDetailText[l][p] );
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this->AddChild( &m_textDetailText[l][p] );
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static const int indeces[NUM_DetailLine] =
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static const int indices[NUM_DetailLine] =
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{
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RadarCategory_TapsAndHolds, RadarCategory_Jumps, RadarCategory_Holds, RadarCategory_Mines,
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RadarCategory_Hands, RadarCategory_Rolls, RadarCategory_Lifts, RadarCategory_Fakes
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};
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const int ind = indeces[l];
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const int ind = indices[l];
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const int iActual = lrintf(m_pStageStats->m_player[p].m_radarActual[ind]);
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const int iPossible = lrintf(m_pStageStats->m_player[p].m_radarPossible[ind]);
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