split StageStats into player-specific and non-player-specific structs
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@@ -95,10 +95,10 @@ void Inventory::Update( float fDelta )
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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// check to see if they deserve a new item
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if( g_CurStageStats.iCurCombo[pn] != m_iLastSeenCombo )
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if( g_CurStageStats.m_player[pn].iCurCombo != m_iLastSeenCombo )
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{
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int iOldCombo = m_iLastSeenCombo;
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m_iLastSeenCombo = g_CurStageStats.iCurCombo[pn];
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m_iLastSeenCombo = g_CurStageStats.m_player[pn].iCurCombo;
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int iNewCombo = m_iLastSeenCombo;
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#define CROSSED(i) (iOldCombo<i)&&(iNewCombo>=i)
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