add PREFSMAN->m_fMinPercentageForHighScore
fix fPercentDP not saved when new high score added
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@@ -221,7 +221,8 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName ) : Screen(sClassName)
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hs.grade = grade[p];
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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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if( hs.fPercentDP > PREFSMAN->m_fMinPercentageForHighScore )
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GAMESTATE->m_pCurNotes[p]->AddHighScore( (PlayerNumber)p, hs, iPersonalHighScoreIndex[p], iMachineHighScoreIndex[p] );
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// update unlock data if unlocks are on
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if ( PREFSMAN->m_bUseUnlockSystem )
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@@ -253,7 +254,9 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName ) : Screen(sClassName)
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ProfileManager::CategoryData::HighScore hs;
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hs.iScore = stageStats.iScore[p];
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PROFILEMAN->AddHighScore( nt, rc[p], (PlayerNumber)p, hs, iMachineHighScoreIndex[p] );
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hs.fPercentDP = stageStats.GetPercentDancePoints( (PlayerNumber)p );
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if( hs.fPercentDP > PREFSMAN->m_fMinPercentageForHighScore )
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PROFILEMAN->AddHighScore( nt, rc[p], (PlayerNumber)p, hs, iMachineHighScoreIndex[p] );
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// If unlocking is enabled, save the dance points
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if( PREFSMAN->m_bUseUnlockSystem )
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@@ -270,17 +273,13 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName ) : Screen(sClassName)
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// DO save scores for a failed Oni/Endless
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if( m_bFailed && pCourse->IsNonstop() ) continue;
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int score;
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if( pCourse->IsOni() )
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score = stageStats.iActualDancePoints[p];
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else
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score = stageStats.iScore[p];
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StepsType nt = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
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Course::MemCardData::HighScore hs;
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hs.iScore = score;
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hs.iScore = stageStats.iScore[p];
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hs.fPercentDP = stageStats.GetPercentDancePoints( (PlayerNumber)p );
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hs.fSurviveTime = stageStats.fAliveSeconds[p];
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pCourse->AddHighScore( nt, (PlayerNumber)p, hs, iPersonalHighScoreIndex[p], iMachineHighScoreIndex[p] );
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if( hs.fPercentDP > PREFSMAN->m_fMinPercentageForHighScore )
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pCourse->AddHighScore( nt, (PlayerNumber)p, hs, iPersonalHighScoreIndex[p], iMachineHighScoreIndex[p] );
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}
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// If unlocking is enabled, save the dance points
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