fix incorrect song counts for courses
cleanup: make StageStats hold a list of Songs and Steps that were played during the stage
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@@ -221,15 +221,12 @@ void ScreenGameplay::Init()
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/* Called once per stage (single song or single course). */
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GAMESTATE->BeginStage();
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g_CurStageStats.pSong = NULL; // set in LoadNextSong
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g_CurStageStats.playMode = GAMESTATE->m_PlayMode;
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g_CurStageStats.pStyle = GAMESTATE->m_pCurStyle;
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FOREACH_EnabledPlayer(p)
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{
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ASSERT( !m_vpStepsQueue[p].empty() );
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g_CurStageStats.pSteps[p] = m_vpStepsQueue[p][0];
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g_CurStageStats.iMeter[p] = m_vpStepsQueue[p][0]->GetMeter();
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/* Record combo rollover. */
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g_CurStageStats.UpdateComboList( p, 0, true );
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@@ -877,7 +874,7 @@ void ScreenGameplay::LoadNextSong()
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int iPlaySongIndex = GAMESTATE->GetCourseSongIndex();
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iPlaySongIndex %= m_apSongsQueue.size();
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GAMESTATE->m_pCurSong = m_apSongsQueue[iPlaySongIndex];
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g_CurStageStats.pSong = GAMESTATE->m_pCurSong;
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g_CurStageStats.vpSongs.push_back( GAMESTATE->m_pCurSong );
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// No need to do this here. We do it in SongFinished().
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//GAMESTATE->RemoveAllActiveAttacks();
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@@ -899,7 +896,7 @@ void ScreenGameplay::LoadNextSong()
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Song* pSong = GAMESTATE->m_pCurSong;
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Steps* pSteps = GAMESTATE->m_pCurSteps[p];
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g_CurStageStats.pSteps[p] = pSteps;
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g_CurStageStats.vpSteps[p].push_back( pSteps );
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ASSERT( GAMESTATE->m_pCurSteps[p] );
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m_textStepsDescription[p].SetText( GAMESTATE->m_pCurSteps[p]->GetDescription() );
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