Simplify a little, add a couple traces
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@@ -261,28 +261,31 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
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if( !GAMESTATE->IsPlayerEnabled(p) || GAMESTATE->m_fSecondsBeforeFail[p] != -1 )
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if( !GAMESTATE->IsPlayerEnabled(p) || GAMESTATE->m_fSecondsBeforeFail[p] != -1 )
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{
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{
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grade[p] = GRADE_E;
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grade[p] = GRADE_E;
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continue;
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}
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}
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else
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/* Based on the percentage of your total "Dance Points" to the maximum
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{
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* possible number, the following rank is assigned:
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//Based on the percentage of your total "Dance Points" to the maximum possible number, the following rank is assigned:
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*
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//
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* 100% - AAA
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//100% - AAA
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* 93% - AA
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//93 % - AA
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* 80% - A
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//80 % - A
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* 65% - B
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//65 % - B
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* 45% - C
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//45 % - C
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* Less - D
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//Less - D
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* Fail - E
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//Fail - E
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*/
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float fPercentDancePoints = iActualDancePoints[p] / (float)iPossibleDancePoints[p];
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float fPercentDancePoints = iActualDancePoints[p] / (float)iPossibleDancePoints[p];
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fPercentDancePoints = max( fPercentDancePoints, 0 );
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fPercentDancePoints = max( fPercentDancePoints, 0 );
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LOG->Trace( "iActualDancePoints: %i", iActualDancePoints[p] );
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LOG->Trace( "iPossibleDancePoints: %i", iPossibleDancePoints[p] );
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LOG->Trace( "fPercentDancePoints: %f", fPercentDancePoints );
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if ( fPercentDancePoints >= 1.00 ) grade[p] = GRADE_AAA;
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if ( fPercentDancePoints >= 1.00 ) grade[p] = GRADE_AAA;
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else if( fPercentDancePoints >= 0.93 ) grade[p] = GRADE_AA;
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else if( fPercentDancePoints >= 0.93 ) grade[p] = GRADE_AA;
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else if( fPercentDancePoints >= 0.80 ) grade[p] = GRADE_A;
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else if( fPercentDancePoints >= 0.80 ) grade[p] = GRADE_A;
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else if( fPercentDancePoints >= 0.65 ) grade[p] = GRADE_B;
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else if( fPercentDancePoints >= 0.65 ) grade[p] = GRADE_B;
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else if( fPercentDancePoints >= 0.45 ) grade[p] = GRADE_C;
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else if( fPercentDancePoints >= 0.45 ) grade[p] = GRADE_C;
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else grade[p] = GRADE_D;
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else grade[p] = GRADE_D;
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}
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}
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}
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Grade max_grade = GRADE_NO_DATA;
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Grade max_grade = GRADE_NO_DATA;
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@@ -778,7 +781,7 @@ void ScreenEvaluation::DrawPrimitives()
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void ScreenEvaluation::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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void ScreenEvaluation::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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{
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LOG->Trace( "ScreenEvaluation::Input()" );
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// LOG->Trace( "ScreenEvaluation::Input()" );
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if( m_Menu.IsClosing() )
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if( m_Menu.IsClosing() )
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return;
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return;
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