PersonalHighScore -> ProfileHighScore
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@@ -141,7 +141,7 @@ void StageStats::CommitScores( bool bSummary )
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{
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FOREACH_PlayerNumber( pn )
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{
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m_player[pn].m_iPersonalHighScoreIndex = 0;
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m_player[pn].m_iProfileHighScoreIndex = 0;
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m_player[pn].m_iMachineHighScoreIndex = 0;
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}
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}
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@@ -209,7 +209,7 @@ void StageStats::CommitScores( bool bSummary )
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int iAverageMeter = GetAverageMeter(p);
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m_player[p].m_rc = AverageMeterToRankingCategory( iAverageMeter );
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PROFILEMAN->AddCategoryScore( st, m_player[p].m_rc, p, hs, m_player[p].m_iPersonalHighScoreIndex, m_player[p].m_iMachineHighScoreIndex );
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PROFILEMAN->AddCategoryScore( st, m_player[p].m_rc, p, hs, m_player[p].m_iProfileHighScoreIndex, m_player[p].m_iMachineHighScoreIndex );
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// TRICKY: Increment play count here, and not on ScreenGameplay like the others.
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PROFILEMAN->IncrementCategoryPlayCount( st, m_player[p].m_rc, p );
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@@ -220,13 +220,13 @@ void StageStats::CommitScores( bool bSummary )
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ASSERT( pCourse );
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Trail* pTrail = GAMESTATE->m_pCurTrail[p];
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PROFILEMAN->AddCourseScore( pCourse, pTrail, p, hs, m_player[p].m_iPersonalHighScoreIndex, m_player[p].m_iMachineHighScoreIndex );
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PROFILEMAN->AddCourseScore( pCourse, pTrail, p, hs, m_player[p].m_iProfileHighScoreIndex, m_player[p].m_iMachineHighScoreIndex );
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}
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else
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{
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ASSERT( pSteps );
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PROFILEMAN->AddStepsScore( pSong, pSteps, p, hs, m_player[p].m_iPersonalHighScoreIndex, m_player[p].m_iMachineHighScoreIndex );
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PROFILEMAN->AddStepsScore( pSong, pSteps, p, hs, m_player[p].m_iProfileHighScoreIndex, m_player[p].m_iMachineHighScoreIndex );
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}
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}
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