pull function out of header
const
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@@ -21,6 +21,24 @@ HighScore::HighScore()
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Unset();
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Unset();
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}
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}
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void HighScore::Unset()
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{
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sName = "";
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grade = GRADE_NO_DATA;
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iScore = 0;
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fPercentDP = 0;
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fSurviveSeconds = 0;
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sModifiers = "";
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dateTime.Init();
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sPlayerGuid = "";
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sMachineGuid = "";
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iProductID = 0;
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ZERO( iTapNoteScores );
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ZERO( iHoldNoteScores );
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radarValues.MakeUnknown();
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fLifeRemainingSeconds = 0;
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}
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bool HighScore::operator>=( const HighScore& other ) const
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bool HighScore::operator>=( const HighScore& other ) const
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{
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{
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/* Make sure we treat AAAA as higher than AAA, even though the score
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/* Make sure we treat AAAA as higher than AAA, even though the score
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@@ -31,28 +31,12 @@ struct HighScore
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HighScore();
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HighScore();
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void Unset()
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void Unset();
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{
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sName = "";
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grade = GRADE_NO_DATA;
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iScore = 0;
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fPercentDP = 0;
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fSurviveSeconds = 0;
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sModifiers = "";
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dateTime.Init();
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sPlayerGuid = "";
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sMachineGuid = "";
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iProductID = 0;
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ZERO( iTapNoteScores );
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ZERO( iHoldNoteScores );
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radarValues.MakeUnknown();
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fLifeRemainingSeconds = 0;
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}
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bool operator>=( const HighScore& other ) const;
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bool operator>=( const HighScore& other ) const;
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bool operator==( const HighScore& other ) const;
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bool operator==( const HighScore& other ) const;
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float GetSurvivalSeconds() { return fSurviveSeconds + fLifeRemainingSeconds; }
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float GetSurvivalSeconds() const { return fSurviveSeconds + fLifeRemainingSeconds; }
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XNode* CreateNode() const;
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XNode* CreateNode() const;
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void LoadFromNode( const XNode* pNode );
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void LoadFromNode( const XNode* pNode );
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