Fix PlayerStageStats::SetLifeRecordAt to broadcast correct message for the player. Also adds Message::Message(MessageID) constructor.
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@@ -25,8 +25,12 @@ const float LESSON_PASS_THRESHOLD = 0.8f;
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Grade GetGradeFromPercent( float fPercent );
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void PlayerStageStats::Init()
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void PlayerStageStats::InternalInit()
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{
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m_for_multiplayer= false;
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m_player_number= PLAYER_1;
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m_multiplayer_number= MultiPlayer_P1;
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m_bPlayerCanAchieveFullCombo = true;
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m_bJoined = false;
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m_vpPossibleSteps.clear();
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@@ -67,6 +71,18 @@ void PlayerStageStats::Init()
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m_HighScore = HighScore();
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}
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void PlayerStageStats::Init(PlayerNumber pn)
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{
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m_for_multiplayer= false;
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m_player_number= pn;
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}
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void PlayerStageStats::Init(MultiPlayer pn)
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{
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m_for_multiplayer= true;
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m_multiplayer_number= pn;
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}
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void PlayerStageStats::AddStats( const PlayerStageStats& other )
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{
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m_bJoined = other.m_bJoined;
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@@ -353,7 +369,10 @@ void PlayerStageStats::SetLifeRecordAt( float fLife, float fStepsSecond )
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// fSecond will always be greater than any value already in the map.
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m_fLifeRecord[fStepsSecond] = fLife;
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MESSAGEMAN->Broadcast( Message_LifeMeterChangedP1 );
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Message msg(static_cast<MessageID>(Message_LifeMeterChangedP1+m_player_number));
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msg.SetParam("Life", fLife);
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msg.SetParam("StepsSecond", fStepsSecond);
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MESSAGEMAN->Broadcast(msg);
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// Memory optimization:
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// If we have three consecutive records A, B, and C all with the same fLife,
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