Backing out of the final stage prevents getting extra stage. Backing out of extra stage (or second extra stage) fails the stage.
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@@ -1823,7 +1823,15 @@ void ScreenGameplay::BackOutFromGameplay()
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m_soundAssistTick.StopPlaying(); /* Stop any queued assist ticks. */
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this->ClearMessageQueue();
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m_Cancel.StartTransitioning( SM_GoToScreenAfterBack );
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// If this is the final stage, don't allow extra stage
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if( GAMESTATE->IsFinalStage() )
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GAMESTATE->m_bBackedOutOfFinalStage = true;
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// Disallow backing out of extra stage
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if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
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SCREENMAN->PostMessageToTopScreen( SM_BeginFailed, 0 );
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else
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m_Cancel.StartTransitioning( SM_GoToScreenAfterBack );
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}
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void ScreenGameplay::AbortGiveUp( bool bShowText )
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@@ -2288,7 +2296,6 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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float fMaxSurviveSeconds = 0;
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FOREACH_EnabledPlayer(p)
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fMaxSurviveSeconds = max( fMaxSurviveSeconds, STATSMAN->m_CurStageStats.m_player[p].fAliveSeconds );
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ASSERT( fMaxSurviveSeconds > 0 );
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m_textSurviveTime.SetText( "TIME: " + SecondsToMMSSMsMs(fMaxSurviveSeconds) );
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SET_XY_AND_ON_COMMAND( m_textSurviveTime );
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}
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