always save scores to the player profile, no matter what the percentDP
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@@ -495,11 +495,11 @@ void ProfileManager::AddStepsScore( const Song* pSong, const Steps* pSteps, Play
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//
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// save high score
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//
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if( PROFILEMAN->IsPersistentProfile(pn) )
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PROFILEMAN->GetProfile(pn)->AddStepsHighScore( pSong, pSteps, hs, iPersonalIndexOut );
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if( hs.fPercentDP >= PREFSMAN->m_fMinPercentageForMachineSongHighScore )
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{
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if( PROFILEMAN->IsPersistentProfile(pn) )
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PROFILEMAN->GetProfile(pn)->AddStepsHighScore( pSong, pSteps, hs, iPersonalIndexOut );
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// don't leave machine high scores for edits loaded from the player's card
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if( !pSteps->IsAPlayerEdit() )
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PROFILEMAN->GetMachineProfile()->AddStepsHighScore( pSong, pSteps, hs, iMachineIndexOut );
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@@ -565,12 +565,10 @@ void ProfileManager::AddCourseScore( const Course* pCourse, const Trail* pTrail,
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//
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// save high score
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//
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if( PROFILEMAN->IsPersistentProfile(pn) )
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PROFILEMAN->GetProfile(pn)->AddCourseHighScore( pCourse, pTrail, hs, iPersonalIndexOut );
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if( hs.fPercentDP >= PREFSMAN->m_fMinPercentageForMachineCourseHighScore )
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{
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if( PROFILEMAN->IsPersistentProfile(pn) )
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PROFILEMAN->GetProfile(pn)->AddCourseHighScore( pCourse, pTrail, hs, iPersonalIndexOut );
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PROFILEMAN->GetMachineProfile()->AddCourseHighScore( pCourse, pTrail, hs, iMachineIndexOut );
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}
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//
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// save recent score
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@@ -593,15 +591,11 @@ void ProfileManager::IncrementCoursePlayCount( const Course* pCourse, const Trai
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//
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void ProfileManager::AddCategoryScore( StepsType st, RankingCategory rc, PlayerNumber pn, HighScore hs, int &iPersonalIndexOut, int &iMachineIndexOut )
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{
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hs.sName = RANKING_TO_FILL_IN_MARKER[pn];
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if( PROFILEMAN->IsPersistentProfile(pn) )
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PROFILEMAN->GetProfile(pn)->AddCategoryHighScore( st, rc, hs, iPersonalIndexOut );
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if( hs.fPercentDP > PREFSMAN->m_fMinPercentageForMachineSongHighScore )
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{
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hs.sName = RANKING_TO_FILL_IN_MARKER[pn];
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if( PROFILEMAN->IsPersistentProfile(pn) )
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PROFILEMAN->GetProfile(pn)->AddCategoryHighScore( st, rc, hs, iPersonalIndexOut );
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else
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iPersonalIndexOut = -1;
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PROFILEMAN->GetMachineProfile()->AddCategoryHighScore( st, rc, hs, iMachineIndexOut );
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}
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}
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void ProfileManager::IncrementCategoryPlayCount( StepsType st, RankingCategory rc, PlayerNumber pn )
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