floating-point scores
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@@ -46,7 +46,7 @@ Steps::Steps()
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{
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m_MemCardScores[m].iNumTimesPlayed = 0;
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m_MemCardScores[m].grade = GRADE_NO_DATA;
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m_MemCardScores[m].iScore = 0;
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m_MemCardScores[m].fScore = 0;
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}
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}
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@@ -298,32 +298,32 @@ void Steps::SetRadarValue(int r, float val)
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* XXX: Isn't it possible to beat the grade but not beat the score, since
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* grading and scores are on completely different systems? Should we be
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* checking for these completely separately? */
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bool Steps::MemCardScore::HigherScore( int vsScore, Grade vsGrade ) const
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bool Steps::MemCardScore::HigherScore( float vsScore, Grade vsGrade ) const
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{
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if( vsScore > this->iScore )
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if( vsScore > this->fScore )
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return true;
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if( vsScore < this->iScore )
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if( vsScore < this->fScore )
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return false;
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return vsGrade > this->grade;
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}
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void Steps::AddScore( PlayerNumber pn, Grade grade, int iScore, bool& bNewRecordOut )
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void Steps::AddScore( PlayerNumber pn, Grade grade, float fScore, bool& bNewRecordOut )
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{
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bNewRecordOut = false;
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m_MemCardScores[MEMORY_CARD_MACHINE].iNumTimesPlayed++;
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m_MemCardScores[pn].iNumTimesPlayed++;
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if( m_MemCardScores[pn].HigherScore(iScore, grade) && iScore > 0)
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if( m_MemCardScores[pn].HigherScore(fScore, grade) && fScore > 0)
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{
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m_MemCardScores[pn].iScore = iScore;
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m_MemCardScores[pn].fScore = fScore;
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m_MemCardScores[pn].grade = grade;
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bNewRecordOut = true;
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}
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if( m_MemCardScores[MEMORY_CARD_MACHINE].HigherScore(iScore, grade) )
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if( m_MemCardScores[MEMORY_CARD_MACHINE].HigherScore(fScore, grade) )
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{
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m_MemCardScores[MEMORY_CARD_MACHINE].iScore = iScore;
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m_MemCardScores[MEMORY_CARD_MACHINE].fScore = fScore;
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m_MemCardScores[MEMORY_CARD_MACHINE].grade = grade;
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}
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}
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