Track number of consecutive misses internally.
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@@ -831,9 +831,16 @@ void PlayerMinus::HandleTapRowScore( unsigned row )
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int &iCurCombo = GAMESTATE->m_CurStageStats.iCurCombo[m_PlayerNumber];
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switch( scoreOfLastTap )
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{
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case TNS_MARVELOUS:
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case TNS_PERFECT:
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case TNS_GREAT:
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GAMESTATE->m_CurStageStats.iCurMissCombo[m_PlayerNumber] = 0;
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break;
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case TNS_MISS:
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++GAMESTATE->m_CurStageStats.iCurMissCombo[m_PlayerNumber];
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case TNS_GOOD:
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case TNS_BOO:
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case TNS_MISS:
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if( iCurCombo > 50 )
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SCREENMAN->PostMessageToTopScreen( SM_ComboStopped, 0 );
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@@ -45,6 +45,7 @@ void StageStats::AddStats( const StageStats& other )
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iHoldNoteScores[p][h] += other.iHoldNoteScores[p][h];
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iCurCombo[p] += other.iCurCombo[p];
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iMaxCombo[p] += other.iMaxCombo[p];
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iCurMissCombo[p] += other.iCurMissCombo[p];
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iScore[p] += other.iScore[p];
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for( int r=0; r<NUM_RADAR_CATEGORIES; r++ )
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{
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@@ -36,6 +36,7 @@ struct StageStats
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int iHoldNoteScores[NUM_PLAYERS][NUM_HOLD_NOTE_SCORES];
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int iCurCombo[NUM_PLAYERS];
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int iMaxCombo[NUM_PLAYERS];
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int iCurMissCombo[NUM_PLAYERS];
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int iScore[NUM_PLAYERS];
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int iBonus[NUM_PLAYERS]; // bonus to be added on screeneval
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float fRadarPossible[NUM_PLAYERS][NUM_RADAR_CATEGORIES]; // filled in by ScreenGameplay on start of notes
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