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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@@ -144,36 +144,36 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional()
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StageStats ss;
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for( int z = 0; z < 3; ++z )
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{
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ss.vpPlayedSongs.push_back( SONGMAN->GetRandomSong() );
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ss.vpPossibleSongs = ss.vpPlayedSongs;
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ss.pStyle = GAMESTATE->GetCurrentStyle();
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ss.playMode = GAMESTATE->m_PlayMode;
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ASSERT( ss.vpPlayedSongs[0]->GetAllSteps().size() );
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ss.m_vpPlayedSongs.push_back( SONGMAN->GetRandomSong() );
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ss.m_vpPossibleSongs = ss.m_vpPlayedSongs;
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ss.m_pStyle = GAMESTATE->GetCurrentStyle();
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ss.m_playMode = GAMESTATE->m_PlayMode;
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ASSERT( ss.m_vpPlayedSongs[0]->GetAllSteps().size() );
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StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
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FOREACH_PlayerNumber( p )
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{
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Steps *pSteps = ss.vpPlayedSongs[0]->GetAllSteps()[0];
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ss.m_player[p].vpPlayedSteps.push_back( pSteps );
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Steps *pSteps = ss.m_vpPlayedSongs[0]->GetAllSteps()[0];
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ss.m_player[p].m_vpPlayedSteps.push_back( pSteps );
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GAMESTATE->m_pCurSteps[p].Set( pSteps );
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ss.m_player[p].iPossibleDancePoints = 100;
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ss.m_player[p].iActualDancePoints = 100;
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ss.m_player[p].iScore = 100;
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ss.m_player[p].iPossibleDancePoints = 1000;
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ss.m_player[p].iActualDancePoints = 985;
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ss.m_player[p].vpPossibleSteps.push_back( pSteps );
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ss.m_player[p].m_iPossibleDancePoints = 100;
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ss.m_player[p].m_iActualDancePoints = 100;
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ss.m_player[p].m_iScore = 100;
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ss.m_player[p].m_iPossibleDancePoints = 1000;
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ss.m_player[p].m_iActualDancePoints = 985;
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ss.m_player[p].m_vpPossibleSteps.push_back( pSteps );
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HighScore hs;
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hs.SetGrade( Grade_Tier03 );
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hs.SetPercentDP( ss.m_player[p].GetPercentDancePoints() );
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hs.SetScore( ss.m_player[p].iScore );
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hs.SetScore( ss.m_player[p].m_iScore );
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hs.SetDateTime( DateTime::GetNowDateTime() );
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int a, b;
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PROFILEMAN->AddStepsScore( ss.vpPlayedSongs[0], pSteps, p, hs, a, b );
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PROFILEMAN->AddStepsScore( ss.vpPlayedSongs[0], pSteps, p, hs, a, b );
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PROFILEMAN->AddStepsScore( ss.vpPlayedSongs[0], pSteps, p, hs, a, b );
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PROFILEMAN->AddStepsScore( ss.vpPlayedSongs[0], pSteps, p, hs, a, b );
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PROFILEMAN->AddStepsScore( ss.vpPlayedSongs[0], pSteps, p, hs, a, b );
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PROFILEMAN->AddStepsScore( ss.m_vpPlayedSongs[0], pSteps, p, hs, a, b );
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PROFILEMAN->AddStepsScore( ss.m_vpPlayedSongs[0], pSteps, p, hs, a, b );
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PROFILEMAN->AddStepsScore( ss.m_vpPlayedSongs[0], pSteps, p, hs, a, b );
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PROFILEMAN->AddStepsScore( ss.m_vpPlayedSongs[0], pSteps, p, hs, a, b );
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PROFILEMAN->AddStepsScore( ss.m_vpPlayedSongs[0], pSteps, p, hs, a, b );
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PROFILEMAN->AddCategoryScore( st, RANKING_A, p, hs, a, b );
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}
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@@ -334,14 +334,14 @@ void ScreenNameEntryTraditional::Init()
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for( unsigned i = 0; i < STATSMAN->m_vPlayedStageStats.size(); ++i )
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{
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StageStats &ss = STATSMAN->m_vPlayedStageStats[i];
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Song* pSong = ss.vpPlayedSongs[0];
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Steps* pSteps = ss.m_player[p].vpPlayedSteps[0];
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Song* pSong = ss.m_vpPlayedSongs[0];
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Steps* pSteps = ss.m_player[p].m_vpPlayedSteps[0];
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Course* pCourse = GAMESTATE->m_pCurCourse;
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Trail* pTrail = GAMESTATE->m_pCurTrail[p];
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int iHighScoreIndex = -1; // -1 means "out of ranking"
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Grade grade = ss.m_player[p].GetGrade();
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int iScore = ss.m_player[p].iScore;
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int iScore = ss.m_player[p].m_iScore;
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float fPercentDP = ss.m_player[p].GetPercentDancePoints();
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// If this is a SHOW_NEVER song, then it's probably a training.
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