fix per-diffculty award priority
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@@ -1028,15 +1028,14 @@ void ScreenEvaluation::CommitScores(
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{
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if( stageStats.FullComboOfScore( (PlayerNumber)p, TNS_GREAT ) )
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vPdas.push_back( AWARD_FULL_COMBO_GREATS );
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if( stageStats.FullComboOfScore( (PlayerNumber)p, TNS_PERFECT ) )
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vPdas.push_back( AWARD_FULL_COMBO_PERFECTS );
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if( stageStats.FullComboOfScore( (PlayerNumber)p, TNS_MARVELOUS ) )
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vPdas.push_back( AWARD_FULL_COMBO_MARVELOUSES );
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if( stageStats.SingleDigitsOfScore( (PlayerNumber)p, TNS_GREAT ) )
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vPdas.push_back( AWARD_SINGLE_DIGIT_GREATS );
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if( stageStats.FullComboOfScore( (PlayerNumber)p, TNS_PERFECT ) )
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vPdas.push_back( AWARD_FULL_COMBO_PERFECTS );
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if( stageStats.SingleDigitsOfScore( (PlayerNumber)p, TNS_PERFECT ) )
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vPdas.push_back( AWARD_SINGLE_DIGIT_PERFECTS );
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if( stageStats.FullComboOfScore( (PlayerNumber)p, TNS_MARVELOUS ) )
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vPdas.push_back( AWARD_FULL_COMBO_MARVELOUSES );
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float fPercentGreats = stageStats.GetPercentageOfTaps((PlayerNumber)p, TNS_GREAT);
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if( fPercentGreats >= 0.8f )
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