show per-diffculty award on Eval screen every time it's received (not just the first time)
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@@ -108,7 +108,7 @@ void ScreenEvaluation::Init()
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{
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PROFILEMAN->LoadProfileFromMemoryCard(PLAYER_1);
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GAMESTATE->m_PlayMode = PLAY_MODE_RAVE;
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GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE;
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GAMESTATE->m_CurStyle = STYLE_DANCE_VERSUS;
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GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
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GAMESTATE->m_bSideIsJoined[PLAYER_2] = true;
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@@ -117,6 +117,8 @@ void ScreenEvaluation::Init()
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// GAMESTATE->m_pCurCourse = SONGMAN->m_pCourses[0];
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GAMESTATE->m_pCurNotes[PLAYER_1] = GAMESTATE->m_pCurSong->m_apNotes[0];
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GAMESTATE->m_pCurNotes[PLAYER_2] = GAMESTATE->m_pCurSong->m_apNotes[0];
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g_CurStageStats.pSteps[PLAYER_1] = GAMESTATE->m_pCurNotes[PLAYER_1];
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g_CurStageStats.pSteps[PLAYER_2] = GAMESTATE->m_pCurNotes[PLAYER_2];
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GAMESTATE->m_PlayerOptions[PLAYER_1].m_fScrollSpeed = 2;
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GAMESTATE->m_PlayerOptions[PLAYER_2].m_fScrollSpeed = 2;
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GAMESTATE->m_iCurrentStageIndex = 2;
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@@ -224,10 +226,12 @@ void ScreenEvaluation::Init()
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//
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// update persistent statistics
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//
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int iPersonalHighScoreIndex[NUM_PLAYERS] = { -1, -1 };
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int iMachineHighScoreIndex[NUM_PLAYERS] = { -1, -1 };
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RankingCategory rc[NUM_PLAYERS] = { NUM_RANKING_CATEGORIES, NUM_RANKING_CATEGORIES };
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CommitScores( stageStats, iPersonalHighScoreIndex, iMachineHighScoreIndex, rc );
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int iPersonalHighScoreIndex[NUM_PLAYERS];
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int iMachineHighScoreIndex[NUM_PLAYERS];
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RankingCategory rc[NUM_PLAYERS];;
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PerDifficultyAward pdaToShow[NUM_PLAYERS];
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PeakComboAward pcaToShow[NUM_PLAYERS];
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CommitScores( stageStats, iPersonalHighScoreIndex, iMachineHighScoreIndex, rc, pdaToShow, pcaToShow );
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m_bTryExtraStage =
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GAMESTATE->HasEarnedExtraStage() &&
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@@ -605,6 +609,12 @@ void ScreenEvaluation::Init()
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}
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}
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FOREACH_EnabledPlayer( pn )
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{
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if( pcaToShow[pn] != PEAK_COMBO_AWARD_INVALID )
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m_textJudgeNumbers[max_combo][p].Command( PEAK_COMBO_AWARD_COMMAND );
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}
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for( l=0; l<NUM_STATS_LINES; l++ )
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{
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if( !SHOW_STAT(l) )
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@@ -749,10 +759,9 @@ void ScreenEvaluation::Init()
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this->AddChild( &m_sprPersonalRecord[p] );
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}
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if( SHOW_PER_DIFFICULTY_AWARD && !GAMESTATE->m_vLastPerDifficultyAwards[p].empty() )
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if( SHOW_PER_DIFFICULTY_AWARD && pdaToShow[p]!=PER_DIFFICULTY_AWARD_INVALID )
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{
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PerDifficultyAward pda = GAMESTATE->m_vLastPerDifficultyAwards[p].front();
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CString sAward = PerDifficultyAwardToString( pda );
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CString sAward = PerDifficultyAwardToString( pdaToShow[p] );
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m_PerDifficultyAward[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation award %s",sAward.c_str())) );
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m_PerDifficultyAward[p]->SetName( ssprintf("PerDifficultyAwardP%d",p+1) );
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@@ -835,8 +844,23 @@ void ScreenEvaluation::Init()
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}
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void ScreenEvaluation::CommitScores( const StageStats &stageStats, int iPersonalHighScoreIndex[NUM_PLAYERS], int iMachineHighScoreIndex[NUM_PLAYERS], RankingCategory rc[NUM_PLAYERS] )
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void ScreenEvaluation::CommitScores(
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const StageStats &stageStats,
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int iPersonalHighScoreIndexOut[NUM_PLAYERS],
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int iMachineHighScoreIndexOut[NUM_PLAYERS],
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RankingCategory rcOut[NUM_PLAYERS],
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PerDifficultyAward pdaToShowOut[NUM_PLAYERS],
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PeakComboAward pcaToShowOut[NUM_PLAYERS] )
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{
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FOREACH_PlayerNumber( pn )
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{
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iPersonalHighScoreIndexOut[pn] = -1;
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iMachineHighScoreIndexOut[pn] = -1;
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rcOut[pn] = RANKING_INVALID;
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pdaToShowOut[pn] = PER_DIFFICULTY_AWARD_INVALID;
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pcaToShowOut[pn] = PEAK_COMBO_AWARD_INVALID;
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}
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_BATTLE:
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@@ -894,7 +918,7 @@ void ScreenEvaluation::CommitScores( const StageStats &stageStats, int iPersonal
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ASSERT( GAMESTATE->m_pCurNotes[p] );
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if( hs.fPercentDP >= PREFSMAN->m_fMinPercentageForHighScore )
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PROFILEMAN->AddStepsHighScore( GAMESTATE->m_pCurNotes[p], (PlayerNumber)p, hs, iPersonalHighScoreIndex[p], iMachineHighScoreIndex[p] );
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PROFILEMAN->AddStepsHighScore( GAMESTATE->m_pCurNotes[p], (PlayerNumber)p, hs, iPersonalHighScoreIndexOut[p], iMachineHighScoreIndexOut[p] );
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}
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break;
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@@ -905,13 +929,13 @@ void ScreenEvaluation::CommitScores( const StageStats &stageStats, int iPersonal
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continue;
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float fAverageMeter = stageStats.iMeter[p] / (float)PREFSMAN->m_iNumArcadeStages;
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rc[p] = AverageMeterToRankingCategory( fAverageMeter );
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rcOut[p] = AverageMeterToRankingCategory( fAverageMeter );
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if( hs.fPercentDP > PREFSMAN->m_fMinPercentageForHighScore )
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PROFILEMAN->AddCategoryHighScore( nt, rc[p], (PlayerNumber)p, hs, iPersonalHighScoreIndex[p], iMachineHighScoreIndex[p] );
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PROFILEMAN->AddCategoryHighScore( nt, rcOut[p], (PlayerNumber)p, hs, iPersonalHighScoreIndexOut[p], iMachineHighScoreIndexOut[p] );
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// TRICKY: Increment play count here, and not on ScreenGameplay like the others.
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PROFILEMAN->IncrementCategoryPlayCount( nt, rc[p], (PlayerNumber)p );
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PROFILEMAN->IncrementCategoryPlayCount( nt, rcOut[p], (PlayerNumber)p );
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}
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break;
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@@ -927,7 +951,7 @@ void ScreenEvaluation::CommitScores( const StageStats &stageStats, int iPersonal
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continue;
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if( hs.fPercentDP > PREFSMAN->m_fMinPercentageForHighScore )
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PROFILEMAN->AddCourseHighScore( pCourse, nt, cd, (PlayerNumber)p, hs, iPersonalHighScoreIndex[p], iMachineHighScoreIndex[p] );
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PROFILEMAN->AddCourseHighScore( pCourse, nt, cd, (PlayerNumber)p, hs, iPersonalHighScoreIndexOut[p], iMachineHighScoreIndexOut[p] );
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}
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break;
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default:
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@@ -938,11 +962,12 @@ void ScreenEvaluation::CommitScores( const StageStats &stageStats, int iPersonal
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// If both players get a machine high score, a player whose score is added later
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// may bump the players who were added earlier. Adjust for this.
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// FIXME: Reports are that this logic is wrong.
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsHumanPlayer(p) )
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continue; // skip
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if( iMachineHighScoreIndex[p] == -1 ) // no record
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if( iMachineHighScoreIndexOut[p] == -1 ) // no record
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continue; // skip
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/* If we aren't saving scores on fail, it'll be handled above; m_bFailed is only
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* meaningful in stage and course eval. */
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@@ -953,7 +978,7 @@ void ScreenEvaluation::CommitScores( const StageStats &stageStats, int iPersonal
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{
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if( !GAMESTATE->IsHumanPlayer(p2) )
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continue; // skip
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if( iMachineHighScoreIndex[p2] == -1 ) // no record
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if( iMachineHighScoreIndexOut[p2] == -1 ) // no record
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continue; // skip
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bool bPlayedSameSteps;
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switch( m_Type )
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@@ -962,17 +987,17 @@ void ScreenEvaluation::CommitScores( const StageStats &stageStats, int iPersonal
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bPlayedSameSteps = GAMESTATE->m_pCurNotes[p]==GAMESTATE->m_pCurNotes[p2];
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break;
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case summary:
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bPlayedSameSteps = rc[p] == rc[p2];
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bPlayedSameSteps = rcOut[p] == rcOut[p2];
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break;
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case course:
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bPlayedSameSteps = true;
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break;
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}
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if( iMachineHighScoreIndex[p] >= iMachineHighScoreIndex[p2] )
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if( iMachineHighScoreIndexOut[p] >= iMachineHighScoreIndexOut[p2] )
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{
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iMachineHighScoreIndex[p2]++;
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if( iMachineHighScoreIndex[p2] >= NUM_RANKING_LINES )
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iMachineHighScoreIndex[p2] = -1;
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iMachineHighScoreIndexOut[p2]++;
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if( iMachineHighScoreIndexOut[p2] >= NUM_RANKING_LINES )
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iMachineHighScoreIndexOut[p2] = -1;
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}
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}
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}
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@@ -992,6 +1017,7 @@ void ScreenEvaluation::CommitScores( const StageStats &stageStats, int iPersonal
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Profile* pProfile = PROFILEMAN->GetProfile((PlayerNumber)p);
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deque<PerDifficultyAward> &vPdas = GAMESTATE->m_vLastPerDifficultyAwards[p];
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// per-difficulty awards
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switch( m_Type )
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@@ -1001,27 +1027,30 @@ void ScreenEvaluation::CommitScores( const StageStats &stageStats, int iPersonal
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if( !GAMESTATE->IsDisqualified((PlayerNumber)p) )
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{
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if( stageStats.FullComboOfScore( (PlayerNumber)p, TNS_GREAT ) )
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GAMESTATE->m_vLastPerDifficultyAwards[p].push_back( AWARD_FULL_COMBO_GREATS );
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vPdas.push_back( AWARD_FULL_COMBO_GREATS );
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if( stageStats.FullComboOfScore( (PlayerNumber)p, TNS_PERFECT ) )
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GAMESTATE->m_vLastPerDifficultyAwards[p].push_back( AWARD_FULL_COMBO_PERFECTS );
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vPdas.push_back( AWARD_FULL_COMBO_PERFECTS );
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if( stageStats.FullComboOfScore( (PlayerNumber)p, TNS_MARVELOUS ) )
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GAMESTATE->m_vLastPerDifficultyAwards[p].push_back( AWARD_FULL_COMBO_MARVELOUSES );
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vPdas.push_back( AWARD_FULL_COMBO_MARVELOUSES );
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if( stageStats.SingleDigitsOfScore( (PlayerNumber)p, TNS_GREAT ) )
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GAMESTATE->m_vLastPerDifficultyAwards[p].push_back( AWARD_SINGLE_DIGIT_GREATS );
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vPdas.push_back( AWARD_SINGLE_DIGIT_GREATS );
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if( stageStats.SingleDigitsOfScore( (PlayerNumber)p, TNS_PERFECT ) )
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GAMESTATE->m_vLastPerDifficultyAwards[p].push_back( AWARD_SINGLE_DIGIT_PERFECTS );
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vPdas.push_back( AWARD_SINGLE_DIGIT_PERFECTS );
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float fPercentGreats = stageStats.GetPercentageOfTaps((PlayerNumber)p, TNS_GREAT);
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if( fPercentGreats >= 0.8f )
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GAMESTATE->m_vLastPerDifficultyAwards[p].push_back( AWARD_GREATS_80_PERCENT );
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vPdas.push_back( AWARD_GREATS_80_PERCENT );
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if( fPercentGreats >= 0.9f )
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GAMESTATE->m_vLastPerDifficultyAwards[p].push_back( AWARD_GREATS_90_PERCENT );
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vPdas.push_back( AWARD_GREATS_90_PERCENT );
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if( fPercentGreats >= 1.f )
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GAMESTATE->m_vLastPerDifficultyAwards[p].push_back( AWARD_GREATS_100_PERCENT );
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vPdas.push_back( AWARD_GREATS_100_PERCENT );
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}
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}
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if( !vPdas.empty() )
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pdaToShowOut[p] = vPdas.back();
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// DO give peak combo awards if using easy mods
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int iComboAtStartOfStage = stageStats.GetComboAtStartOfStage( (PlayerNumber)p );
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int iPeakCombo = stageStats.GetMaxCombo((PlayerNumber)p).cnt;
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@@ -1033,10 +1062,12 @@ void ScreenEvaluation::CommitScores( const StageStats &stageStats, int iPersonal
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if( bCrossedLevel )
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{
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GAMESTATE->m_vLastPeakComboAwards[p].push_back( pca );
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m_textJudgeNumbers[max_combo][p].Command( PEAK_COMBO_AWARD_COMMAND );
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}
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}
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if( !GAMESTATE->m_vLastPeakComboAwards[p].empty() )
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pcaToShowOut[p] = GAMESTATE->m_vLastPeakComboAwards[p].back();
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// erase awards from the Last list that have been received so that we
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// won't show them again.
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{
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@@ -60,7 +60,13 @@ public:
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protected:
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void Init();
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void CommitScores( const StageStats &stageStats, int iPersonalHighScoreIndex[NUM_PLAYERS], int iMachineHighScoreIndex[NUM_PLAYERS], RankingCategory rc[NUM_PLAYERS] );
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void CommitScores(
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const StageStats &stageStats,
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int iPersonalHighScoreIndexOut[NUM_PLAYERS],
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int iMachineHighScoreIndexOut[NUM_PLAYERS],
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RankingCategory rcOut[NUM_PLAYERS],
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PerDifficultyAward pdaToShowOut[NUM_PLAYERS],
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PeakComboAward pcaToShowOut[NUM_PLAYERS] );
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void EndScreen();
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Type m_Type;
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