add CourseLastScores for tournaments
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@@ -959,8 +959,7 @@ void ScreenEvaluation::CommitScores(
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ASSERT( pSteps );
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if( hs.fPercentDP >= PREFSMAN->m_fMinPercentageForHighScore )
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PROFILEMAN->AddStepsHighScore( pSong, pSteps, (PlayerNumber)p, hs, iPersonalHighScoreIndexOut[p], iMachineHighScoreIndexOut[p] );
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PROFILEMAN->AddStepsScore( pSong, pSteps, (PlayerNumber)p, hs, iPersonalHighScoreIndexOut[p], iMachineHighScoreIndexOut[p] );
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}
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break;
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@@ -973,8 +972,7 @@ void ScreenEvaluation::CommitScores(
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float fAverageMeter = stageStats.iMeter[p] / (float)PREFSMAN->m_iNumArcadeStages;
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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, rcOut[p], (PlayerNumber)p, hs, iPersonalHighScoreIndexOut[p], iMachineHighScoreIndexOut[p] );
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PROFILEMAN->AddCategoryScore( 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, rcOut[p], (PlayerNumber)p );
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@@ -992,8 +990,7 @@ void ScreenEvaluation::CommitScores(
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if( stageStats.bFailed[p] && pCourse->IsNonstop() )
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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, iPersonalHighScoreIndexOut[p], iMachineHighScoreIndexOut[p] );
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PROFILEMAN->AddCourseScore( 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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