Fix issue when holding back would cause slowdowns on the final eval screen and would result in a ton of StageStats being pushed onto m_vPassedStageStats
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@@ -54,7 +54,7 @@ public:
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void TweenOnScreenFromBlack( ScreenMessage smSendWhenDone );
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void TweenOnScreenFromBlack( ScreenMessage smSendWhenDone );
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void TweenOffScreenToBlack( ScreenMessage smSendWhenDone, bool bPlayBackSound );
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void TweenOffScreenToBlack( ScreenMessage smSendWhenDone, bool bPlayBackSound );
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bool IsClosing() { return m_Wipe.IsClosing() || m_KeepAlive.IsClosing(); };
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bool IsClosing() { return m_Wipe.IsClosing() || m_KeepAlive.IsClosing() || m_Invisible.IsClosing(); };
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protected:
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protected:
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void TweenTopLayerOnScreen(float tm=-1);
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void TweenTopLayerOnScreen(float tm=-1);
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@@ -821,12 +821,18 @@ void ScreenEvaluation::MenuStart( PlayerNumber pn )
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SCREENMAN->SendMessageToTopScreen( SM_GoToFinalEvaluation, MENU_ELEMENTS_TWEEN_TIME );
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SCREENMAN->SendMessageToTopScreen( SM_GoToFinalEvaluation, MENU_ELEMENTS_TWEEN_TIME );
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}
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}
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}
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}
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else if( m_ResultMode == RM_ARCADE_SUMMARY )
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{
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m_Menu.TweenOffScreenToBlack( SM_GoToGameFinished, false );
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//Don't want to update song stats again.... If the else case is supposed to handle this, then add
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//the return to the else case, and remove this case.
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return;
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}
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else
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else
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m_Menu.TweenOffScreenToBlack( SM_GoToGameFinished, false );
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m_Menu.TweenOffScreenToBlack( SM_GoToGameFinished, false );
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}
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}
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GAMESTATE->m_iCurrentStageIndex++; // Increment the stage counter.
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GAMESTATE->m_iCurrentStageIndex++; // Increment the stage counter.
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GAMESTATE->m_vPassedStageStats.push_back( GAMESTATE->m_CurStageStats ); // Save this stage's stats
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GAMESTATE->m_vPassedStageStats.push_back( GAMESTATE->m_CurStageStats ); // Save this stage's stats
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}
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}
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