Add m_ to StageStats and PlayerStageStats members. There are several methods of these classes with local variable names that are similar to the member names. m_ helps distinguish between those two types.
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@@ -37,8 +37,8 @@ ScreenEnding::ScreenEnding() : ScreenAttract( false/*dont reset GAMESTATE*/ )
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GAMESTATE->m_pCurCourse.Set( SONGMAN->GetRandomCourse() );
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GAMESTATE->m_pCurSteps[PLAYER_1].Set( GAMESTATE->m_pCurSong->GetAllSteps()[0] );
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GAMESTATE->m_pCurSteps[PLAYER_2].Set( GAMESTATE->m_pCurSong->GetAllSteps()[0] );
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].vpPlayedSteps.push_back( GAMESTATE->m_pCurSteps[PLAYER_1] );
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STATSMAN->m_CurStageStats.m_player[PLAYER_2].vpPlayedSteps.push_back( GAMESTATE->m_pCurSteps[PLAYER_2] );
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].m_vpPlayedSteps.push_back( GAMESTATE->m_pCurSteps[PLAYER_1] );
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STATSMAN->m_CurStageStats.m_player[PLAYER_2].m_vpPlayedSteps.push_back( GAMESTATE->m_pCurSteps[PLAYER_2] );
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PO_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions, ModsLevel_Stage, m_fScrollSpeed, 2.0f );
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PO_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_2]->m_PlayerOptions, ModsLevel_Stage, m_fScrollSpeed, 2.0f );
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GAMESTATE->m_iCurrentStageIndex = 0;
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@@ -52,25 +52,25 @@ ScreenEnding::ScreenEnding() : ScreenAttract( false/*dont reset GAMESTATE*/ )
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STATSMAN->m_CurStageStats.m_player[PLAYER_2].SetLifeRecordAt( 1-fP1, f );
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}
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].iActualDancePoints = RandomInt( 3 );
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].iPossibleDancePoints = 2;
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STATSMAN->m_CurStageStats.m_player[PLAYER_2].iActualDancePoints = RandomInt( 2 );
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STATSMAN->m_CurStageStats.m_player[PLAYER_2].iPossibleDancePoints = 1;
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].iCurCombo = 0;
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].m_iActualDancePoints = RandomInt( 3 );
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].m_iPossibleDancePoints = 2;
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STATSMAN->m_CurStageStats.m_player[PLAYER_2].m_iActualDancePoints = RandomInt( 2 );
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STATSMAN->m_CurStageStats.m_player[PLAYER_2].m_iPossibleDancePoints = 1;
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].m_iCurCombo = 0;
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].UpdateComboList( 0, false );
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].iCurCombo = 1;
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].m_iCurCombo = 1;
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].UpdateComboList( 1, false );
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].iCurCombo = 50;
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].m_iCurCombo = 50;
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].UpdateComboList( 25, false );
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].iCurCombo = 250;
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].m_iCurCombo = 250;
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].UpdateComboList( 100, false );
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].iTapNoteScores[TNS_W1] = RandomInt( 2 );
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].iTapNoteScores[TNS_W2] = RandomInt( 2 );
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].iTapNoteScores[TNS_W3] = RandomInt( 2 );
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STATSMAN->m_CurStageStats.m_player[PLAYER_2].iTapNoteScores[TNS_W1] = RandomInt( 2 );
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STATSMAN->m_CurStageStats.m_player[PLAYER_2].iTapNoteScores[TNS_W2] = RandomInt( 2 );
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STATSMAN->m_CurStageStats.m_player[PLAYER_2].iTapNoteScores[TNS_W3] = RandomInt( 2 );
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].m_iTapNoteScores[TNS_W1] = RandomInt( 2 );
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].m_iTapNoteScores[TNS_W2] = RandomInt( 2 );
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].m_iTapNoteScores[TNS_W3] = RandomInt( 2 );
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STATSMAN->m_CurStageStats.m_player[PLAYER_2].m_iTapNoteScores[TNS_W1] = RandomInt( 2 );
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STATSMAN->m_CurStageStats.m_player[PLAYER_2].m_iTapNoteScores[TNS_W2] = RandomInt( 2 );
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STATSMAN->m_CurStageStats.m_player[PLAYER_2].m_iTapNoteScores[TNS_W3] = RandomInt( 2 );
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STATSMAN->m_vPlayedStageStats.clear();
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}
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