Keep track of played and passed songs separately; it's too much
of a hassle to try to derive one from the other.
This commit is contained in:
@@ -45,6 +45,7 @@ void StageStats::operator+=( const StageStats& other )
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fRadarActual[p][r] += other.fRadarActual[p][r];
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fRadarActual[p][r] += other.fRadarActual[p][r];
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}
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}
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fSecondsBeforeFail[p] += other.fSecondsBeforeFail[p];
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fSecondsBeforeFail[p] += other.fSecondsBeforeFail[p];
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iSongsPlayed[p] += other.iSongsPlayed[p];
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iSongsPassed[p] += other.iSongsPassed[p];
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iSongsPassed[p] += other.iSongsPassed[p];
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}
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}
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}
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}
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@@ -37,7 +37,9 @@ struct StageStats
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float fRadarPossible[NUM_PLAYERS][NUM_RADAR_CATEGORIES]; // filled in by ScreenGameplay on start of notes
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float fRadarPossible[NUM_PLAYERS][NUM_RADAR_CATEGORIES]; // filled in by ScreenGameplay on start of notes
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float fRadarActual[NUM_PLAYERS][NUM_RADAR_CATEGORIES]; // filled in by ScreenGameplay on start of notes
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float fRadarActual[NUM_PLAYERS][NUM_RADAR_CATEGORIES]; // filled in by ScreenGameplay on start of notes
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float fSecondsBeforeFail[NUM_PLAYERS]; // -1 means didn't/hasn't failed
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float fSecondsBeforeFail[NUM_PLAYERS]; // -1 means didn't/hasn't failed
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int iSongsPassed[NUM_PLAYERS]; // For course, this is the number of songs that the player has passed
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/* The number of songs played and passed, respectively. */
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int iSongsPassed[NUM_PLAYERS];
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int iSongsPlayed[NUM_PLAYERS];
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};
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};
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