save per-difficulty course scores
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@@ -318,6 +318,7 @@ ScreenRanking::ScreenRanking( CString sClassName ) : ScreenAttract( sClassName )
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pts.colorIndex = i;
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pts.nt = aStepsTypesToShow[i];
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pts.pCourse = SONGMAN->GetCourseFromPath( asCoursePaths[c] );
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pts.cd = COURSE_DIFFICULTY_REGULAR;
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if( pts.pCourse )
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m_vPagesToShow.push_back( pts );
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}
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@@ -712,7 +713,7 @@ float ScreenRanking::SetPage( PageToShow pts )
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m_Banner.LoadFromCourse( pts.pCourse );
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m_textStepsType.SetText( GameManager::NotesTypeToString(pts.nt) );
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const HighScoreList &hsl = PROFILEMAN->GetMachineProfile()->GetCourseHighScoreList( pts.pCourse, pts.nt );
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const HighScoreList &hsl = PROFILEMAN->GetMachineProfile()->GetCourseHighScoreList( pts.pCourse, pts.nt, pts.cd );
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for( int l=0; l<NUM_RANKING_LINES; l++ )
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{
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HighScore hs;
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@@ -817,13 +818,10 @@ float ScreenRanking::SetPage( PageToShow pts )
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const Course* pCourse = pCourseScoreRowItem->m_pCourse;
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pCourseScoreRowItem->m_textSongTitle.SetText( pCourse->m_sName );
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const HighScoreList &hsl = PROFILEMAN->GetMachineProfile()->GetCourseHighScoreList( pCourse, pts.nt );
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for( int d=0; d<NUM_COURSE_DIFFICULTIES; d++ )
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FOREACH_CourseDifficulty( cd )
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{
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//
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// FIXME: have separate high scores for each difficulty
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//
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BitmapText* pTextStepsScore = &pCourseScoreRowItem->m_textStepsScore[d];
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const HighScoreList &hsl = PROFILEMAN->GetMachineProfile()->GetCourseHighScoreList( pCourse, pts.nt, cd );
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BitmapText* pTextStepsScore = &pCourseScoreRowItem->m_textStepsScore[cd];
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HighScore hs;
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bool bRecentHighScore = false;
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