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@@ -375,7 +375,7 @@ void PlayerStageStats::GetLifeRecord( float *fLifeOut, int iNumSamples, float fS
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/* If "rollover" is true, we're being called before gameplay begins, so we can record
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* the amount of the first combo that comes from the previous song. */
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void PlayerStageStats::UpdateComboList( float fSecond, bool rollover )
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void PlayerStageStats::UpdateComboList( float fSecond, bool bRollover )
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{
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// Don't save combo stats in endless courses, or could run OOM in a few hours.
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if( GAMESTATE->m_pCurCourse && GAMESTATE->m_pCurCourse->IsEndless() )
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@@ -384,7 +384,7 @@ void PlayerStageStats::UpdateComboList( float fSecond, bool rollover )
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if( fSecond < 0 )
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return;
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if( !rollover )
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if( !bRollover )
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{
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fFirstSecond = min( fSecond, fFirstSecond );
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fLastSecond = max( fSecond, fLastSecond );
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@@ -408,7 +408,7 @@ void PlayerStageStats::UpdateComboList( float fSecond, bool rollover )
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* recording rollover, the combo hasn't started yet (within this song), so put
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* a placeholder in and set it on the next call. (Otherwise, start will be less
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* than fFirstPos.) */
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if( rollover )
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if( bRollover )
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NewCombo.fStartSecond = -9999;
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else
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NewCombo.fStartSecond = fSecond;
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@@ -418,10 +418,10 @@ void PlayerStageStats::UpdateComboList( float fSecond, bool rollover )
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Combo_t &combo = ComboList.back();
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combo.fSizeSeconds = fSecond - combo.fStartSecond;
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combo.cnt = cnt;
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if( !rollover && combo.fStartSecond == -9999 )
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if( !bRollover && combo.fStartSecond == -9999 )
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combo.fStartSecond = fSecond;
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if( rollover )
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if( bRollover )
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combo.rollover = cnt;
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}
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