move m_bMultiplayer conditional into GameState
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@@ -660,7 +660,7 @@ void GameState::CommitStageStats()
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{
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{
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if( m_bDemonstrationOrJukebox )
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if( m_bDemonstrationOrJukebox )
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return;
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return;
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if( GAMESTATE->m_bMultiplayer )
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if( m_bMultiplayer )
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return;
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return;
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STATSMAN->CommitStatsToProfiles( &STATSMAN->m_CurStageStats );
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STATSMAN->CommitStatsToProfiles( &STATSMAN->m_CurStageStats );
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@@ -2346,9 +2346,7 @@ void ScreenGameplay::StageFinished( bool bBackedOut )
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STATSMAN->m_CurStageStats.m_player[pn].CalcAwards( pn, STATSMAN->m_CurStageStats.m_bGaveUp, STATSMAN->m_CurStageStats.m_bUsedAutoplay );
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STATSMAN->m_CurStageStats.m_player[pn].CalcAwards( pn, STATSMAN->m_CurStageStats.m_bGaveUp, STATSMAN->m_CurStageStats.m_bUsedAutoplay );
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STATSMAN->m_CurStageStats.CommitScores( false );
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STATSMAN->m_CurStageStats.CommitScores( false );
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// no saved stats in multiplayer
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GAMESTATE->CommitStageStats();
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if( !GAMESTATE->m_bMultiplayer )
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GAMESTATE->CommitStageStats();
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// save current stage stats
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// save current stage stats
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STATSMAN->m_vPlayedStageStats.push_back( STATSMAN->m_CurStageStats );
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STATSMAN->m_vPlayedStageStats.push_back( STATSMAN->m_CurStageStats );
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