handle failure in SGameplay, not SContinue; fixes name entry
not knowing a player is finished
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@@ -40,12 +40,6 @@ void ScreenContinue::BeginScreen()
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FOREACH_HumanPlayer( p )
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{
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bool bPlayerDone = GAMESTATE->m_iPlayerStageTokens[p] <= 0;
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if( !STATSMAN->m_vPlayedStageStats.empty() )
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{
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const StageStats &ss = STATSMAN->m_vPlayedStageStats.back();
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if( ss.m_player[p].m_bFailed )
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bPlayerDone = true;
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}
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if( bPlayerDone )
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GAMESTATE->UnjoinPlayer( p );
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}
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