fix: write regular or multiplayer, not both
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@@ -194,15 +194,21 @@ void StageStats::FinalizeScores( bool bSummary )
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// whether or not to save scores when the stage was failed
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// whether or not to save scores when the stage was failed
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// depends on if this is a course or not ... it's handled
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// depends on if this is a course or not ... it's handled
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// below in the switch
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// below in the switch
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FOREACH_HumanPlayer( p )
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if(!GAMESTATE->m_bMultiplayer)
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{
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{
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RString sPlayerGuid = PROFILEMAN->IsPersistentProfile(p) ? PROFILEMAN->GetProfile(p)->m_sGuid : RString("");
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FOREACH_HumanPlayer( p )
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m_player[p].m_HighScore = FillInHighScore( m_player[p], *GAMESTATE->m_pPlayerState[p], RANKING_TO_FILL_IN_MARKER[p], sPlayerGuid );
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{
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RString sPlayerGuid = PROFILEMAN->IsPersistentProfile(p) ? PROFILEMAN->GetProfile(p)->m_sGuid : RString("");
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m_player[p].m_HighScore = FillInHighScore( m_player[p], *GAMESTATE->m_pPlayerState[p], RANKING_TO_FILL_IN_MARKER[p], sPlayerGuid );
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}
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}
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}
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FOREACH_EnabledMultiPlayer( mp )
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else
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{
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{
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RString sPlayerGuid = "00000000-0000-0000-0000-000000000000"; // FIXME
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FOREACH_EnabledMultiPlayer( mp )
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m_multiPlayer[mp].m_HighScore = FillInHighScore( m_multiPlayer[mp], *GAMESTATE->m_pMultiPlayerState[mp], "", sPlayerGuid );
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{
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RString sPlayerGuid = "00000000-0000-0000-0000-000000000000"; // FIXME
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m_multiPlayer[mp].m_HighScore = FillInHighScore( m_multiPlayer[mp], *GAMESTATE->m_pMultiPlayerState[mp], "", sPlayerGuid );
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}
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}
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}
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FOREACH_HumanPlayer( p )
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FOREACH_HumanPlayer( p )
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