scoring fix - still need to check for fail for scoring purposes on fail_end_of_song and fail_off
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@@ -1033,7 +1033,10 @@ void ScreenGameplay::Update( float fDeltaTime )
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{
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if( (m_pLifeMeter[pn] && m_pLifeMeter[pn]->IsFailing() && !GAMESTATE->m_CurStageStats.bFailed[pn]) ||
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(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsFailing((PlayerNumber)pn) && !GAMESTATE->m_CurStageStats.bFailed[pn]) )
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{
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LOG->Trace("Player %d failed", (int)pn);
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GAMESTATE->m_CurStageStats.bFailed[pn] = true; // fail
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}
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}
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break;
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@@ -1068,7 +1071,17 @@ void ScreenGameplay::Update( float fDeltaTime )
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break;
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case SongOptions::FAIL_END_OF_SONG:
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case SongOptions::FAIL_OFF:
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break; // don't check for fail
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// we still need to check for fail for scoring purposes
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for ( pn=0; pn<NUM_PLAYERS; pn++ )
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{
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if( (m_pLifeMeter[pn] && m_pLifeMeter[pn]->IsFailing() && !GAMESTATE->m_CurStageStats.bFailed[pn]) ||
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(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsFailing((PlayerNumber)pn) && !GAMESTATE->m_CurStageStats.bFailed[pn]) )
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{
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LOG->Trace("Player %d failed", (int)pn);
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GAMESTATE->m_CurStageStats.bFailed[pn] = true; // fail
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}
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}
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break;
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default:
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ASSERT(0);
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}
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@@ -56,7 +56,9 @@ Grade StageStats::GetGrade( PlayerNumber pn )
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{
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ASSERT( GAMESTATE->IsPlayerEnabled(pn) ); // should be calling this is player isn't joined!
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if( bFailed[pn] || !iPossibleDancePoints[pn] )
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// HACK: if dance points is less than 0, chances are they failed.
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// I'm not sure if arcade does the same.
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if( bFailed[pn] || iPossibleDancePoints[pn] <= 0 )
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return GRADE_E;
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/* Based on the percentage of your total "Dance Points" to the maximum
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