award name cleanup
This commit is contained in:
@@ -271,7 +271,7 @@ static const char *MemoryCardStateNames[] = {
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XToString( MemoryCardState );
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XToString( MemoryCardState );
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LuaXType( MemoryCardState );
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LuaXType( MemoryCardState );
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static const char *PerDifficultyAwardNames[] = {
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static const char *StageAwardNames[] = {
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"FullComboW3",
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"FullComboW3",
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"SingleDigitW3",
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"SingleDigitW3",
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"OneW3",
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"OneW3",
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@@ -279,31 +279,31 @@ static const char *PerDifficultyAwardNames[] = {
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"SingleDigitW2",
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"SingleDigitW2",
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"OneW2",
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"OneW2",
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"FullComboW1",
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"FullComboW1",
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"Percent80W3",
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"80PercentW3",
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"Percent90W3",
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"90PercentW3",
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"Percent100W3",
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"100PercentW3",
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};
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};
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XToString( PerDifficultyAward );
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XToString( StageAward );
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XToLocalizedString( PerDifficultyAward );
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XToLocalizedString( StageAward );
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StringToX( PerDifficultyAward );
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StringToX( StageAward );
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LuaFunction( PerDifficultyAwardToLocalizedString, PerDifficultyAwardToLocalizedString(Enum::Check<PerDifficultyAward>(L, 1)) );
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LuaFunction( StageAwardToLocalizedString, StageAwardToLocalizedString(Enum::Check<StageAward>(L, 1)) );
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LuaXType( PerDifficultyAward );
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LuaXType( StageAward );
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// Numbers are intentially not at the front of these strings so that the
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// Numbers are intentially not at the front of these strings so that the
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// strings can be used as XML entity names.
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// strings can be used as XML entity names.
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// Numbers are intentially not at the back so that "1000" and "10000" don't
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// Numbers are intentially not at the back so that "1000" and "10000" don't
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// conflict when searching for theme elements.
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// conflict when searching for theme elements.
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static const char *PeakComboAwardNames[] = {
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static const char *PeakComboAwardNames[] = {
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"Peak1000Combo",
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"1000",
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"Peak2000Combo",
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"2000",
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"Peak3000Combo",
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"3000",
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"Peak4000Combo",
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"4000",
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"Peak5000Combo",
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"5000",
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"Peak6000Combo",
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"6000",
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"Peak7000Combo",
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"7000",
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"Peak8000Combo",
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"8000",
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"Peak9000Combo",
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"9000",
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"Peak10000Combo",
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"10000",
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};
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};
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XToString( PeakComboAward );
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XToString( PeakComboAward );
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XToLocalizedString( PeakComboAward );
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XToLocalizedString( PeakComboAward );
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@@ -368,39 +368,39 @@ LuaDeclareType( Premium );
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// Award stuff
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// Award stuff
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//
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//
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enum PerDifficultyAward
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enum StageAward
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{
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{
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AWARD_FULL_COMBO_W3,
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StageAward_FullComboW3,
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AWARD_SINGLE_DIGIT_W3,
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StageAward_SingleDigitW3,
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AWARD_ONE_W3,
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StageAward_OneW3,
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AWARD_FULL_COMBO_W2,
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StageAward_FullComboW2,
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AWARD_SINGLE_DIGIT_W2,
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StageAward_SingleDigitW2,
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AWARD_ONE_W2,
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StageAward_OneW2,
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AWARD_FULL_COMBO_W1,
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StageAward_FullComboW1,
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AWARD_PERCENT_80_W3,
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StageAward_80PercentW3,
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AWARD_PERCENT_90_W3,
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StageAward_90PercentW3,
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AWARD_PERCENT_100_W3,
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StageAward_100PercentW3,
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NUM_PerDifficultyAward,
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NUM_StageAward,
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PerDifficultyAward_Invalid,
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StageAward_Invalid,
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};
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};
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const RString& PerDifficultyAwardToString( PerDifficultyAward pma );
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const RString& StageAwardToString( StageAward pma );
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const RString& PerDifficultyAwardToLocalizedString( PerDifficultyAward pma );
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const RString& StageAwardToLocalizedString( StageAward pma );
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PerDifficultyAward StringToPerDifficultyAward( const RString& pma );
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StageAward StringToStageAward( const RString& pma );
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LuaDeclareType( PerDifficultyAward );
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LuaDeclareType( StageAward );
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enum PeakComboAward
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enum PeakComboAward
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{
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{
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AWARD_1000_PEAK_COMBO,
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PeakComboAward_1000,
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AWARD_2000_PEAK_COMBO,
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PeakComboAward_2000,
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AWARD_3000_PEAK_COMBO,
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PeakComboAward_3000,
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AWARD_4000_PEAK_COMBO,
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PeakComboAward_4000,
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AWARD_5000_PEAK_COMBO,
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PeakComboAward_5000,
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AWARD_6000_PEAK_COMBO,
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PeakComboAward_6000,
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AWARD_7000_PEAK_COMBO,
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PeakComboAward_7000,
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AWARD_8000_PEAK_COMBO,
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PeakComboAward_8000,
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AWARD_9000_PEAK_COMBO,
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PeakComboAward_9000,
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AWARD_10000_PEAK_COMBO,
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PeakComboAward_10000,
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NUM_PeakComboAward,
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NUM_PeakComboAward,
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PeakComboAward_Invalid,
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PeakComboAward_Invalid,
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};
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};
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@@ -895,7 +895,7 @@ void GameState::ResetStageStatistics()
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FOREACH_PlayerNumber( p )
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FOREACH_PlayerNumber( p )
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{
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{
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m_vLastPerDifficultyAwards[p].clear();
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m_vLastStageAwards[p].clear();
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m_vLastPeakComboAwards[p].clear();
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m_vLastPeakComboAwards[p].clear();
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}
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}
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@@ -286,7 +286,7 @@ public:
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// Award stuff
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// Award stuff
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//
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//
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// lowest priority in front, highest priority at the back.
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// lowest priority in front, highest priority at the back.
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deque<PerDifficultyAward> m_vLastPerDifficultyAwards[NUM_PLAYERS];
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deque<StageAward> m_vLastStageAwards[NUM_PLAYERS];
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deque<PeakComboAward> m_vLastPeakComboAwards[NUM_PLAYERS];
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deque<PeakComboAward> m_vLastPeakComboAwards[NUM_PLAYERS];
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@@ -55,8 +55,8 @@ void PlayerStageStats::Init()
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m_fFirstSecond = FLT_MAX;
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m_fFirstSecond = FLT_MAX;
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m_fLastSecond = 0;
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m_fLastSecond = 0;
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m_pdaToShow = PerDifficultyAward_Invalid;
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m_StageAward = StageAward_Invalid;
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m_pcaToShow = PeakComboAward_Invalid;
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m_PeakComboAward = PeakComboAward_Invalid;
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m_iPersonalHighScoreIndex = -1;
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m_iPersonalHighScoreIndex = -1;
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m_iMachineHighScoreIndex = -1;
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m_iMachineHighScoreIndex = -1;
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m_bDisqualified = false;
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m_bDisqualified = false;
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@@ -568,12 +568,12 @@ void PlayerStageStats::CalcAwards( PlayerNumber p, bool bGaveUp, bool bUsedAutop
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{
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{
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LOG->Trace( "hand out awards" );
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LOG->Trace( "hand out awards" );
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m_pcaToShow = PeakComboAward_Invalid;
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m_PeakComboAward = PeakComboAward_Invalid;
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if( bGaveUp || bUsedAutoplay )
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if( bGaveUp || bUsedAutoplay )
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return;
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return;
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deque<PerDifficultyAward> &vPdas = GAMESTATE->m_vLastPerDifficultyAwards[p];
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deque<StageAward> &vPdas = GAMESTATE->m_vLastStageAwards[p];
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LOG->Trace( "per difficulty awards" );
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LOG->Trace( "per difficulty awards" );
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@@ -582,28 +582,28 @@ void PlayerStageStats::CalcAwards( PlayerNumber p, bool bGaveUp, bool bUsedAutop
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if( !IsDisqualified() )
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if( !IsDisqualified() )
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{
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{
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if( FullComboOfScore( TNS_W3 ) )
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if( FullComboOfScore( TNS_W3 ) )
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vPdas.push_back( AWARD_FULL_COMBO_W3 );
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vPdas.push_back( StageAward_FullComboW3 );
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if( SingleDigitsOfScore( TNS_W3 ) )
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if( SingleDigitsOfScore( TNS_W3 ) )
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vPdas.push_back( AWARD_SINGLE_DIGIT_W3 );
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vPdas.push_back( StageAward_SingleDigitW3 );
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if( FullComboOfScore( TNS_W2 ) )
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if( FullComboOfScore( TNS_W2 ) )
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vPdas.push_back( AWARD_FULL_COMBO_W2 );
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vPdas.push_back( StageAward_FullComboW2 );
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if( SingleDigitsOfScore( TNS_W2 ) )
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if( SingleDigitsOfScore( TNS_W2 ) )
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vPdas.push_back( AWARD_SINGLE_DIGIT_W2 );
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vPdas.push_back( StageAward_SingleDigitW2 );
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if( FullComboOfScore( TNS_W1 ) )
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if( FullComboOfScore( TNS_W1 ) )
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vPdas.push_back( AWARD_FULL_COMBO_W1 );
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vPdas.push_back( StageAward_FullComboW1 );
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if( OneOfScore( TNS_W3 ) )
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if( OneOfScore( TNS_W3 ) )
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vPdas.push_back( AWARD_ONE_W3 );
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vPdas.push_back( StageAward_OneW3 );
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if( OneOfScore( TNS_W2 ) )
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if( OneOfScore( TNS_W2 ) )
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vPdas.push_back( AWARD_ONE_W2 );
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vPdas.push_back( StageAward_OneW2 );
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float fPercentW3s = GetPercentageOfTaps( TNS_W3 );
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float fPercentW3s = GetPercentageOfTaps( TNS_W3 );
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if( fPercentW3s >= 0.8f )
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if( fPercentW3s >= 0.8f )
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vPdas.push_back( AWARD_PERCENT_80_W3 );
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vPdas.push_back( StageAward_80PercentW3 );
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if( fPercentW3s >= 0.9f )
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if( fPercentW3s >= 0.9f )
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vPdas.push_back( AWARD_PERCENT_90_W3 );
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vPdas.push_back( StageAward_90PercentW3 );
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if( fPercentW3s >= 1.f )
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if( fPercentW3s >= 1.f )
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vPdas.push_back( AWARD_PERCENT_100_W3 );
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vPdas.push_back( StageAward_100PercentW3 );
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}
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}
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// Max one PDA per stage
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// Max one PDA per stage
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@@ -611,9 +611,9 @@ void PlayerStageStats::CalcAwards( PlayerNumber p, bool bGaveUp, bool bUsedAutop
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vPdas.erase( vPdas.begin(), vPdas.end()-1 );
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vPdas.erase( vPdas.begin(), vPdas.end()-1 );
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if( !vPdas.empty() )
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if( !vPdas.empty() )
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m_pdaToShow = vPdas.back();
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m_StageAward = vPdas.back();
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else
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else
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m_pdaToShow = PerDifficultyAward_Invalid;
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m_StageAward = StageAward_Invalid;
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LOG->Trace( "done with per difficulty awards" );
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LOG->Trace( "done with per difficulty awards" );
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@@ -631,9 +631,9 @@ void PlayerStageStats::CalcAwards( PlayerNumber p, bool bGaveUp, bool bUsedAutop
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}
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}
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if( !GAMESTATE->m_vLastPeakComboAwards[p].empty() )
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if( !GAMESTATE->m_vLastPeakComboAwards[p].empty() )
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m_pcaToShow = GAMESTATE->m_vLastPeakComboAwards[p].back();
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m_PeakComboAward = GAMESTATE->m_vLastPeakComboAwards[p].back();
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else
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else
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m_pcaToShow = PeakComboAward_Invalid;
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m_PeakComboAward = PeakComboAward_Invalid;
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LOG->Trace( "done with per combo awards" );
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LOG->Trace( "done with per combo awards" );
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@@ -675,8 +675,8 @@ public:
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DEFINE_METHOD( GetLessonScoreNeeded, GetLessonScoreNeeded() )
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DEFINE_METHOD( GetLessonScoreNeeded, GetLessonScoreNeeded() )
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DEFINE_METHOD( GetPersonalHighScoreIndex, m_iPersonalHighScoreIndex )
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DEFINE_METHOD( GetPersonalHighScoreIndex, m_iPersonalHighScoreIndex )
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DEFINE_METHOD( GetMachineHighScoreIndex, m_iMachineHighScoreIndex )
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DEFINE_METHOD( GetMachineHighScoreIndex, m_iMachineHighScoreIndex )
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DEFINE_METHOD( GetPerDifficultyAward, m_pdaToShow )
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DEFINE_METHOD( GetStageAward, m_StageAward )
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DEFINE_METHOD( GetPeakComboAward, m_pcaToShow )
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DEFINE_METHOD( GetPeakComboAward, m_PeakComboAward )
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DEFINE_METHOD( IsDisqualified, IsDisqualified() )
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DEFINE_METHOD( IsDisqualified, IsDisqualified() )
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static int GetPlayedSteps( T* p, lua_State *L )
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static int GetPlayedSteps( T* p, lua_State *L )
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@@ -721,7 +721,7 @@ public:
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ADD_METHOD( GetLessonScoreNeeded );
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ADD_METHOD( GetLessonScoreNeeded );
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ADD_METHOD( GetPersonalHighScoreIndex );
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ADD_METHOD( GetPersonalHighScoreIndex );
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ADD_METHOD( GetMachineHighScoreIndex );
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ADD_METHOD( GetMachineHighScoreIndex );
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ADD_METHOD( GetPerDifficultyAward );
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ADD_METHOD( GetStageAward );
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ADD_METHOD( GetPeakComboAward );
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ADD_METHOD( GetPeakComboAward );
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ADD_METHOD( IsDisqualified );
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ADD_METHOD( IsDisqualified );
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ADD_METHOD( GetPlayedSteps );
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ADD_METHOD( GetPlayedSteps );
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@@ -107,8 +107,8 @@ public:
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// Final results:
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// Final results:
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void CalcAwards( PlayerNumber p, bool bGaveUp, bool bUsedAutoplay );
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void CalcAwards( PlayerNumber p, bool bGaveUp, bool bUsedAutoplay );
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PerDifficultyAward m_pdaToShow;
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StageAward m_StageAward;
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PeakComboAward m_pcaToShow;
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PeakComboAward m_PeakComboAward;
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int m_iPersonalHighScoreIndex;
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int m_iPersonalHighScoreIndex;
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int m_iMachineHighScoreIndex;
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int m_iMachineHighScoreIndex;
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@@ -176,6 +176,9 @@ void ScreenEvaluation::Init()
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ss.m_player[p].m_iScore = rand() % (900*1000*1000);
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ss.m_player[p].m_iScore = rand() % (900*1000*1000);
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ss.m_player[p].m_iPersonalHighScoreIndex = (rand() % 3) - 1;
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ss.m_player[p].m_iPersonalHighScoreIndex = (rand() % 3) - 1;
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ss.m_player[p].m_iMachineHighScoreIndex = (rand() % 3) - 1;
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ss.m_player[p].m_iMachineHighScoreIndex = (rand() % 3) - 1;
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ss.m_player[p].m_PeakComboAward = (PeakComboAward)(rand()%NUM_PeakComboAward);
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ss.m_player[p].m_StageAward = (StageAward)(rand()%NUM_StageAward);
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FOREACH_ENUM( RadarCategory, rc )
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FOREACH_ENUM( RadarCategory, rc )
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{
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{
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switch( rc )
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switch( rc )
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Reference in New Issue
Block a user