fix final eval banners showing up for songs that were backed out of
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@@ -1802,7 +1802,7 @@ void ScreenGameplay::SongFinished()
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GAMESTATE->RemoveAllActiveAttacks();
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GAMESTATE->RemoveAllActiveAttacks();
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}
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}
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void ScreenGameplay::StageFinished()
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void ScreenGameplay::StageFinished( bool bBackedOut )
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{
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{
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if( GAMESTATE->IsCourseMode() && GAMESTATE->m_PlayMode != PLAY_MODE_ENDLESS )
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if( GAMESTATE->IsCourseMode() && GAMESTATE->m_PlayMode != PLAY_MODE_ENDLESS )
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{
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{
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@@ -1825,6 +1825,7 @@ void ScreenGameplay::StageFinished()
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}
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}
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// save current stage stats
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// save current stage stats
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if( !bBackedOut )
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g_vPlayedStageStats.push_back( g_CurStageStats );
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g_vPlayedStageStats.push_back( g_CurStageStats );
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/* Reset options. */
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/* Reset options. */
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@@ -2086,7 +2087,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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case SM_GoToScreenAfterBack:
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case SM_GoToScreenAfterBack:
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SongFinished();
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SongFinished();
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StageFinished();
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StageFinished( true );
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GAMESTATE->CancelStage();
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GAMESTATE->CancelStage();
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@@ -2102,7 +2103,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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}
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}
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SongFinished();
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SongFinished();
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StageFinished();
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StageFinished( false );
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SCREENMAN->SetNewScreen( NEXT_SCREEN(GAMESTATE->m_PlayMode) );
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SCREENMAN->SetNewScreen( NEXT_SCREEN(GAMESTATE->m_PlayMode) );
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break;
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break;
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@@ -2159,7 +2160,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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}
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}
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SongFinished();
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SongFinished();
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StageFinished();
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StageFinished( false );
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switch( GAMESTATE->m_PlayMode )
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switch( GAMESTATE->m_PlayMode )
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{
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{
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@@ -86,7 +86,7 @@ protected:
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void UpdateLyrics( float fDeltaTime );
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void UpdateLyrics( float fDeltaTime );
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void UpdateCheckFail();
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void UpdateCheckFail();
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void SongFinished();
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void SongFinished();
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void StageFinished();
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void StageFinished( bool bBackedOut );
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enum DancingState {
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enum DancingState {
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STATE_INTRO = 0, // not allowed to press Back
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STATE_INTRO = 0, // not allowed to press Back
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