do save failed scores to player profiles; this remembers that the
song has been played and allows tracking performance on songs that the player can't pass yet
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@@ -654,7 +654,9 @@ void ProfileManager::AddStepsScore( const Song* pSong, const Steps* pSteps, Play
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if( IsPersistentProfile(pn) )
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if( IsPersistentProfile(pn) )
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GetProfile(pn)->AddStepsHighScore( pSong, pSteps, hs, iPersonalIndexOut );
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GetProfile(pn)->AddStepsHighScore( pSong, pSteps, hs, iPersonalIndexOut );
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if( hs.GetPercentDP() >= PREFSMAN->m_fMinPercentageForMachineSongHighScore )
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// don't save machine scores for a failed song
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if( hs.GetPercentDP() >= PREFSMAN->m_fMinPercentageForMachineSongHighScore &&
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hs.GetGrade() != Grade_Failed )
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{
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{
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// don't leave machine high scores for edits loaded from the player's card
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// don't leave machine high scores for edits loaded from the player's card
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if( !pSteps->IsAPlayerEdit() )
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if( !pSteps->IsAPlayerEdit() )
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@@ -224,10 +224,6 @@ void StageStats::CommitScores( bool bSummary )
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}
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}
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else
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else
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{
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{
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// don't save scores for a failed song
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if( m_player[p].m_bFailed )
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continue;
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ASSERT( pSteps );
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ASSERT( pSteps );
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PROFILEMAN->AddStepsScore( pSong, pSteps, p, hs, m_player[p].m_iPersonalHighScoreIndex, m_player[p].m_iMachineHighScoreIndex );
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PROFILEMAN->AddStepsScore( pSong, pSteps, p, hs, m_player[p].m_iPersonalHighScoreIndex, m_player[p].m_iMachineHighScoreIndex );
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