fix feat score
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@@ -822,7 +822,10 @@ void GameState::GetRankingFeats( PlayerNumber pn, vector<RankingFeats> &asFeatsO
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feat.Feat = ssprintf("MR #%d in %s %s", j+1, pSong->GetTranslitMainTitle().c_str(), DifficultyToString(pSteps->GetDifficulty()).c_str() );
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feat.pStringToFill = &vMachineHighScores[j].sName;
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feat.g = vMachineHighScores[j].grade;
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feat.Score = (float) vMachineHighScores[j].iScore;
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if( PREFSMAN->m_bPercentageScoring )
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feat.Score = vMachineHighScores[j].fPercentDP;
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else
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feat.Score = (float) vMachineHighScores[j].iScore;
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// XXX: temporary hack
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if( pSong->HasBackground() )
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@@ -185,14 +185,9 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName ) : Screen(sClassName)
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case stage:
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{
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ASSERT( GAMESTATE->m_pCurNotes[p] );
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int score;
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if( PREFSMAN->m_bPercentageScoring )
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score = stageStats.GetPercentDancePoints( (PlayerNumber)p );
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else
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score = stageStats.iScore[p] + stageStats.iBonus[p];
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Steps::MemCardData::HighScore hs;
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hs.grade = grade[p];
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hs.iScore = score;
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hs.iScore = stageStats.iScore[p] + stageStats.iBonus[p];
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hs.fPercentDP = stageStats.GetPercentDancePoints( (PlayerNumber)p );
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GAMESTATE->m_pCurNotes[p]->AddHighScore( (PlayerNumber)p, hs, iPersonalHighScoreIndex[p], iMachineHighScoreIndex[p] );
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