Require reasons for checkpoints.
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+8
-8
@@ -1992,15 +1992,16 @@ void GameState::GetRankingFeats( PlayerNumber pn, vector<RankingFeat> &asFeatsOu
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// Check for feats even if the PlayMode is rave or battle because the player
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// may have made high scores then switched modes.
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CHECKPOINT_M( ssprintf("PlayMode %i", int(m_PlayMode)) );
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switch( m_PlayMode )
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PlayMode mode = m_PlayMode.Get();
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char const *modeStr = PlayModeToString(mode).c_str();
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CHECKPOINT_M( ssprintf("Getting the feats for %s", modeStr));
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switch( mode )
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{
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case PLAY_MODE_REGULAR:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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{
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CHECKPOINT;
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StepsType st = GetCurrentStyle(pn)->m_StepsType;
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// Find unique Song and Steps combinations that were played.
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@@ -2021,14 +2022,14 @@ void GameState::GetRankingFeats( PlayerNumber pn, vector<RankingFeat> &asFeatsOu
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ASSERT( sas.pSteps != NULL );
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vSongAndSteps.push_back( sas );
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}
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CHECKPOINT;
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CHECKPOINT_M( ssprintf("All songs/steps from %s gathered", modeStr));
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sort( vSongAndSteps.begin(), vSongAndSteps.end() );
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vector<SongAndSteps>::iterator toDelete = unique( vSongAndSteps.begin(), vSongAndSteps.end() );
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vSongAndSteps.erase(toDelete, vSongAndSteps.end());
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CHECKPOINT;
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CHECKPOINT_M( "About to find records from the gathered.");
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for( unsigned i=0; i<vSongAndSteps.size(); i++ )
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{
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Song* pSong = vSongAndSteps[i].pSong;
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@@ -2094,7 +2095,7 @@ void GameState::GetRankingFeats( PlayerNumber pn, vector<RankingFeat> &asFeatsOu
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}
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}
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CHECKPOINT;
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CHECKPOINT_M("Getting the final evaluation stage stats.");
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StageStats stats;
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STATSMAN->GetFinalEvalStageStats( stats );
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@@ -2154,7 +2155,6 @@ void GameState::GetRankingFeats( PlayerNumber pn, vector<RankingFeat> &asFeatsOu
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case PLAY_MODE_ONI:
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case PLAY_MODE_ENDLESS:
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{
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CHECKPOINT;
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Course* pCourse = m_pCurCourse;
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ASSERT( pCourse != NULL );
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Trail *pTrail = m_pCurTrail[pn];
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