fix "percent score continues to drop if player is dead and two players are present"
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@@ -209,9 +209,6 @@ static int GetScore(int p, int B, int S, int n)
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void ScoreKeeperMAX2::AddScore( TapNoteScore score )
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{
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if( g_CurStageStats.bFailed[m_PlayerNumber] )
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return; // don't add
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int &iScore = g_CurStageStats.iScore[m_PlayerNumber];
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/*
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http://www.aaroninjapan.com/ddr2.html
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@@ -271,8 +268,7 @@ void ScoreKeeperMAX2::AddScore( TapNoteScore score )
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const int sum = (N * (N + 1)) / 2;
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const int B = m_iMaxPossiblePoints/10;
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// What does this do? "Don't use a multiplier if
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// the player has failed"?
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// Don't use a multiplier if the player has failed
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if( g_CurStageStats.bFailedEarlier[m_PlayerNumber] )
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{
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iScore += p;
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@@ -321,25 +317,21 @@ void ScoreKeeperMAX2::AddScore( TapNoteScore score )
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void ScoreKeeperMAX2::HandleTapScore( TapNoteScore score )
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{
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if( g_CurStageStats.bFailed[m_PlayerNumber] )
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return; // don't add
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if( score == TNS_HIT_MINE )
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{
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g_CurStageStats.iActualDancePoints[m_PlayerNumber] += TapNoteScoreToDancePoints( TNS_HIT_MINE );
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if( GAMESTATE->m_HealthState[m_PlayerNumber] != GameState::DEAD )
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g_CurStageStats.iActualDancePoints[m_PlayerNumber] += TapNoteScoreToDancePoints( TNS_HIT_MINE );
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g_CurStageStats.iTapNoteScores[m_PlayerNumber][TNS_HIT_MINE] += 1;
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}
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}
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void ScoreKeeperMAX2::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTapsInRow )
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{
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if( g_CurStageStats.bFailed[m_PlayerNumber] )
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return; // don't add
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ASSERT( iNumTapsInRow >= 1 );
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// Update dance points.
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g_CurStageStats.iActualDancePoints[m_PlayerNumber] += TapNoteScoreToDancePoints( scoreOfLastTap );
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if( GAMESTATE->m_HealthState[m_PlayerNumber] != GameState::DEAD )
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g_CurStageStats.iActualDancePoints[m_PlayerNumber] += TapNoteScoreToDancePoints( scoreOfLastTap );
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// update judged row totals
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g_CurStageStats.iTapNoteScores[m_PlayerNumber][scoreOfLastTap] += 1;
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@@ -411,12 +403,10 @@ void ScoreKeeperMAX2::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTa
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void ScoreKeeperMAX2::HandleHoldScore( HoldNoteScore holdScore, TapNoteScore tapScore )
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{
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if( g_CurStageStats.bFailed[m_PlayerNumber] )
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return; // don't add
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// update dance points totals
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if( GAMESTATE->m_HealthState[m_PlayerNumber] != GameState::DEAD )
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g_CurStageStats.iActualDancePoints[m_PlayerNumber] += HoldNoteScoreToDancePoints( holdScore );
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g_CurStageStats.iHoldNoteScores[m_PlayerNumber][holdScore] ++;
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g_CurStageStats.iActualDancePoints[m_PlayerNumber] += HoldNoteScoreToDancePoints( holdScore );
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if( holdScore == HNS_OK )
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AddScore( TNS_MARVELOUS );
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