fix wrong song number displayed in nonstop if one player fails and the other doesn't
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@@ -439,7 +439,7 @@ void ScreenEvaluation::Init()
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m_textSurvivedNumber[p].SetShadowLength( 0 );
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m_textSurvivedNumber[p].SetShadowLength( 0 );
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// curewater: edited the "# stages cleared" text so it deducts one if you failed.
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// curewater: edited the "# stages cleared" text so it deducts one if you failed.
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// Should be accurate, but I'm not sure if its "standard" that (bool)true = 1. (assumption)
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// Should be accurate, but I'm not sure if its "standard" that (bool)true = 1. (assumption)
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m_textSurvivedNumber[p].SetText( ssprintf("%02d", STATSMAN->m_CurStageStats.m_player[p].iSongsPlayed - (int)STATSMAN->m_CurStageStats.m_player[p].bFailed) );
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m_textSurvivedNumber[p].SetText( ssprintf("%02d", STATSMAN->m_CurStageStats.m_player[p].iSongsPassed;
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m_textSurvivedNumber[p].SetName( ssprintf("SurvivedNumberP%d",p+1) );
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m_textSurvivedNumber[p].SetName( ssprintf("SurvivedNumberP%d",p+1) );
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SET_XY_AND_ON_COMMAND( m_textSurvivedNumber[p] );
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SET_XY_AND_ON_COMMAND( m_textSurvivedNumber[p] );
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this->AddChild( &m_textSurvivedNumber[p] );
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this->AddChild( &m_textSurvivedNumber[p] );
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@@ -1065,7 +1065,7 @@ void ScreenGameplay::LoadNextSong()
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{
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{
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pi->GetPlayerStageStats()->iSongsPlayed++;
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pi->GetPlayerStageStats()->iSongsPlayed++;
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if( pi->m_ptextCourseSongNumber )
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if( pi->m_ptextCourseSongNumber )
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pi->m_ptextCourseSongNumber->SetText( ssprintf("%d", pi->GetPlayerStageStats()->iSongsPlayed) );
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pi->m_ptextCourseSongNumber->SetText( ssprintf("%d", pi->GetPlayerStageStats()->iSongsPassed+1) );
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}
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}
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LoadCourseSongNumber( GAMESTATE->GetCourseSongIndex() );
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LoadCourseSongNumber( GAMESTATE->GetCourseSongIndex() );
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