fix "don't save high scores if failed"
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@@ -862,7 +862,8 @@ void ScreenEvaluation::CommitScores( const StageStats &stageStats, int iPersonal
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case stage:
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{
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// don't save scores for a failed song
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if( m_bFailed ) continue;
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if( stageStats.bFailed[p] )
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continue;
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ASSERT( GAMESTATE->m_pCurNotes[p] );
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@@ -877,10 +878,9 @@ void ScreenEvaluation::CommitScores( const StageStats &stageStats, int iPersonal
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case summary:
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{
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// don't save scores for a failed game
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// (I'm not sure if this is a case that can actally
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// happen -avh4)
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if( m_bFailed ) continue;
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// don't save scores if any stage was failed
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if( stageStats.bFailed[p] )
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continue;
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StepsType nt = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
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@@ -900,10 +900,10 @@ void ScreenEvaluation::CommitScores( const StageStats &stageStats, int iPersonal
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Course* pCourse = GAMESTATE->m_pCurCourse;
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if( pCourse )
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{
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// don't save scores for a failed Nonstop (is this
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// correct? -avh4)
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// don't save scores for a failed Nonstop
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// DO save scores for a failed Oni/Endless
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if( m_bFailed && pCourse->IsNonstop() ) continue;
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if( stageStats.bFailed[p] && pCourse->IsNonstop() )
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continue;
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StepsType nt = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
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Course::MemCardData::HighScore hs;
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