Fixed bugs in ScreenNetEvaluation and in server game over.
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@@ -517,13 +517,27 @@ void NetworkSyncManager::ProcessInput()
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int PlayersInPack = m_packet.Read1();
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for (int i=0;i<PlayersInPack;i++)
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m_EvalPlayerData[i].score = m_packet.Read4();
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for (int i=0;i<PlayersInPack;i++)
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LOG->Info("P%d Score:%d",i,m_EvalPlayerData[i].score);
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for (int i=0;i<PlayersInPack;i++)
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m_EvalPlayerData[i].grade = m_packet.Read1();
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for (int i=0;i<PlayersInPack;i++)
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m_EvalPlayerData[i].difficulty = (Difficulty) m_packet.Read1();
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for (int j=0;j<NETNUMTAPSCORES;j++)
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for (int i=0;i<PlayersInPack;i++)
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for (int i=0;i<PlayersInPack; i++)
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for (int j=0;j<NETNUMTAPSCORES;j++) {
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m_EvalPlayerData[i].tapScores[j] = m_packet.Read2();
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// m_EvalPlayerData[i].tapScores[0] = 0;
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// m_EvalPlayerData[i].tapScores[1] = 1;
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// m_EvalPlayerData[i].tapScores[2] = 2;
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// m_EvalPlayerData[i].tapScores[3] = 3;
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// m_EvalPlayerData[i].tapScores[4] = 4;
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// m_EvalPlayerData[i].tapScores[5] = 5;
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// m_EvalPlayerData[i].tapScores[6] = 6;
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// m_EvalPlayerData[i].tapScores[7] = 7;
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}
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}
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break;
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case 5: //Scoreboard Update
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