clean up GRADE_ constant names to match GradeToString
This commit is contained in:
@@ -587,7 +587,7 @@ static HighScore MakeRandomHighScore()
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{
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HighScore hs;
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hs.sName = "FAKE";
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hs.grade = (Grade)SCALE( rand()%5, 0, 4, GRADE_TIER_01, GRADE_TIER_05 );
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hs.grade = (Grade)SCALE( rand()%5, 0, 4, GRADE_TIER01, GRADE_TIER05 );
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hs.iScore = rand()%100*1000;
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hs.fPercentDP = randomf( 0.5f, 1.0f );
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hs.fSurviveSeconds = randomf( 30.0f, 100.0f );
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@@ -951,7 +951,7 @@ bool GameState::HasEarnedExtraStage() const
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if( PREFSMAN->m_bPickExtraStage && this->IsExtraStage() && !this->m_bAllow2ndExtraStage )
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continue;
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if( STATSMAN->m_CurStageStats.m_player[pn].GetGrade() <= GRADE_TIER_03 )
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if( STATSMAN->m_CurStageStats.m_player[pn].GetGrade() <= GRADE_TIER03 )
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return true;
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}
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}
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+16
-14
@@ -6,6 +6,8 @@
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#include "EnumHelper.h"
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#include "LuaManager.h"
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LuaFunction_Int( GradeToString, GradeToString((Grade)a1) )
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CString GradeToThemedString( Grade g )
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{
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CString s = GradeToString(g);
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@@ -19,13 +21,13 @@ CString GradeToOldString( Grade g )
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// string is meant to be human readable
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switch( g )
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{
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case GRADE_TIER_01: return "AAAA";
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case GRADE_TIER_02: return "AAA";
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case GRADE_TIER_03: return "AA";
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case GRADE_TIER_04: return "A";
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case GRADE_TIER_05: return "B";
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case GRADE_TIER_06: return "C";
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case GRADE_TIER_07: return "D";
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case GRADE_TIER01: return "AAAA";
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case GRADE_TIER02: return "AAA";
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case GRADE_TIER03: return "AA";
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case GRADE_TIER04: return "A";
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case GRADE_TIER05: return "B";
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case GRADE_TIER06: return "C";
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case GRADE_TIER07: return "D";
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case GRADE_FAILED: return "E";
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case GRADE_NO_DATA: return "N";
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default: return "N";
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@@ -38,13 +40,13 @@ Grade StringToGrade( const CString &sGrade )
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s.MakeUpper();
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// for backward compatibility
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if ( s == "AAAA" ) return GRADE_TIER_01;
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else if( s == "AAA" ) return GRADE_TIER_02;
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else if( s == "AA" ) return GRADE_TIER_03;
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else if( s == "A" ) return GRADE_TIER_04;
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else if( s == "B" ) return GRADE_TIER_05;
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else if( s == "C" ) return GRADE_TIER_06;
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else if( s == "D" ) return GRADE_TIER_07;
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if ( s == "AAAA" ) return GRADE_TIER01;
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else if( s == "AAA" ) return GRADE_TIER02;
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else if( s == "AA" ) return GRADE_TIER03;
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else if( s == "A" ) return GRADE_TIER04;
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else if( s == "B" ) return GRADE_TIER05;
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else if( s == "C" ) return GRADE_TIER06;
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else if( s == "D" ) return GRADE_TIER07;
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else if( s == "E" ) return GRADE_FAILED;
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else if( s == "N" ) return GRADE_NO_DATA;
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+20
-20
@@ -8,26 +8,26 @@
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#define NUM_GRADE_TIERS 20
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enum Grade
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{
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GRADE_TIER_01, // = AAAA
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GRADE_TIER_02, // = AAA
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GRADE_TIER_03, // = AA
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GRADE_TIER_04, // = A
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GRADE_TIER_05, // = B
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GRADE_TIER_06, // = C
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GRADE_TIER_07, // = D
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GRADE_TIER_08,
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GRADE_TIER_09,
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GRADE_TIER_10,
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GRADE_TIER_11,
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GRADE_TIER_12,
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GRADE_TIER_13,
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GRADE_TIER_14,
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GRADE_TIER_15,
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GRADE_TIER_16,
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GRADE_TIER_17,
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GRADE_TIER_18,
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GRADE_TIER_19,
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GRADE_TIER_20,
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GRADE_TIER01, // = AAAA
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GRADE_TIER02, // = AAA
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GRADE_TIER03, // = AA
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GRADE_TIER04, // = A
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GRADE_TIER05, // = B
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GRADE_TIER06, // = C
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GRADE_TIER07, // = D
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GRADE_TIER08,
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GRADE_TIER09,
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GRADE_TIER10,
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GRADE_TIER11,
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GRADE_TIER12,
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GRADE_TIER13,
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GRADE_TIER14,
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GRADE_TIER15,
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GRADE_TIER16,
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GRADE_TIER17,
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GRADE_TIER18,
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GRADE_TIER19,
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GRADE_TIER20,
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GRADE_FAILED, // = E
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NUM_GRADES,
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GRADE_NO_DATA, // ~GRADE_INVALID
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@@ -97,13 +97,13 @@ int GradeDisplay::GetFrameIndex( PlayerNumber pn, Grade g )
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int iFrame;
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switch( g )
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{
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case GRADE_TIER_01: iFrame = 0; break;
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case GRADE_TIER_02: iFrame = 1; break;
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case GRADE_TIER_03: iFrame = 2; break;
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case GRADE_TIER_04: iFrame = 3; break;
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case GRADE_TIER_05: iFrame = 4; break;
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case GRADE_TIER_06: iFrame = 5; break;
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case GRADE_TIER_07: iFrame = 6; break;
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case GRADE_TIER01: iFrame = 0; break;
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case GRADE_TIER02: iFrame = 1; break;
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case GRADE_TIER03: iFrame = 2; break;
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case GRADE_TIER04: iFrame = 3; break;
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case GRADE_TIER05: iFrame = 4; break;
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case GRADE_TIER06: iFrame = 5; break;
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case GRADE_TIER07: iFrame = 6; break;
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case GRADE_FAILED: iFrame = 7; break;
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default: iFrame = 7; break;
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}
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@@ -96,7 +96,7 @@ void HighScore::LoadFromNode( const XNode* pNode )
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radarValues.LoadFromNode( pRadarValues );
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/* Validate input. */
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grade = clamp( grade, GRADE_TIER_01, GRADE_FAILED );
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grade = clamp( grade, GRADE_TIER01, GRADE_FAILED );
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}
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CString HighScore::GetDisplayName() const
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@@ -847,9 +847,9 @@ void ScreenEvaluation::Init()
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switch( best_grade )
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{
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case GRADE_TIER_01:
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case GRADE_TIER_02:
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case GRADE_TIER_03:
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case GRADE_TIER01:
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case GRADE_TIER02:
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case GRADE_TIER03:
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this->PostScreenMessage( SM_PlayCheer, CHEER_DELAY_SECONDS );
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break;
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}
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@@ -152,7 +152,7 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : S
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ss.m_player[p].iActualDancePoints = 985;
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HighScore hs;
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hs.grade = GRADE_TIER_03;
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hs.grade = GRADE_TIER03;
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hs.fPercentDP = ss.m_player[p].GetPercentDancePoints();
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hs.iScore = ss.m_player[p].iScore;
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StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
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@@ -158,7 +158,7 @@ void ScreenNetEvaluation::HandleScreenMessage( const ScreenMessage SM )
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break;
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m_textUsers[i].SetText( NSMAN->m_PlayerNames[NSMAN->m_EvalPlayerData[i].name] );
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if ( NSMAN->m_EvalPlayerData[i].grade < GRADE_TIER_03 ) //Yes, hardcoded (I'd like to leave it that way)
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if ( NSMAN->m_EvalPlayerData[i].grade < GRADE_TIER03 ) //Yes, hardcoded (I'd like to leave it that way)
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m_textUsers[i].TurnRainbowOn();
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else
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m_textUsers[i].TurnRainbowOff();
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@@ -123,7 +123,7 @@ void SongUtil::SortSongPointerArrayByGrade( vector<Song*> &arraySongPointers )
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CString foo;
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foo.reserve(256);
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for( int g=GRADE_TIER_01; g<=GRADE_NO_DATA; ++g )
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for( int g=GRADE_TIER01; g<=GRADE_NO_DATA; ++g )
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AppendOctal( iCounts[g], 3, foo );
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vals.push_back( val(pSong, foo) );
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}
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@@ -261,7 +261,7 @@ CString SongUtil::GetSectionNameFromSongAndSort( const Song* pSong, SortOrder so
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int iCounts[NUM_GRADES];
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PROFILEMAN->GetMachineProfile()->GetGrades( pSong, GAMESTATE->GetCurrentStyle()->m_StepsType, iCounts );
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for( int i=GRADE_TIER_01; i<NUM_GRADES; ++i )
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for( int i=GRADE_TIER01; i<NUM_GRADES; ++i )
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{
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Grade g = (Grade)i;
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if( iCounts[i] > 0 )
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@@ -218,7 +218,7 @@ static Grade GetBestGrade()
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static Grade GetWorstGrade()
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{
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Grade g = GRADE_TIER_01;
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Grade g = GRADE_TIER01;
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FOREACH_EnabledPlayer( pn )
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g = max( g, STATSMAN->m_CurStageStats.m_player[pn].GetGrade() );
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return g;
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@@ -152,8 +152,8 @@ static float GetArcadePoints( const Profile *pProfile )
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{
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switch(g)
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{
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case GRADE_TIER_01:
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case GRADE_TIER_02: fAP += 9 * pProfile->m_iNumStagesPassedByGrade[g]; break;
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case GRADE_TIER01:
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case GRADE_TIER02: fAP += 9 * pProfile->m_iNumStagesPassedByGrade[g]; break;
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default: fAP += 1 * pProfile->m_iNumStagesPassedByGrade[g]; break;
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case GRADE_FAILED:
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@@ -187,13 +187,13 @@ static float GetSongPoints( const Profile *pProfile )
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{
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switch( g )
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{
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case GRADE_TIER_01:/*AAAA*/ fSP += 20 * pProfile->m_iNumStagesPassedByGrade[g]; break;
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case GRADE_TIER_02:/*AAA*/ fSP += 10* pProfile->m_iNumStagesPassedByGrade[g]; break;
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case GRADE_TIER_03:/*AA*/ fSP += 5* pProfile->m_iNumStagesPassedByGrade[g]; break;
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case GRADE_TIER_04:/*A*/ fSP += 4* pProfile->m_iNumStagesPassedByGrade[g]; break;
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case GRADE_TIER_05:/*B*/ fSP += 3* pProfile->m_iNumStagesPassedByGrade[g]; break;
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case GRADE_TIER_06:/*C*/ fSP += 2* pProfile->m_iNumStagesPassedByGrade[g]; break;
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case GRADE_TIER_07:/*D*/ fSP += 1* pProfile->m_iNumStagesPassedByGrade[g]; break;
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case GRADE_TIER01:/*AAAA*/ fSP += 20 * pProfile->m_iNumStagesPassedByGrade[g]; break;
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case GRADE_TIER02:/*AAA*/ fSP += 10* pProfile->m_iNumStagesPassedByGrade[g]; break;
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case GRADE_TIER03:/*AA*/ fSP += 5* pProfile->m_iNumStagesPassedByGrade[g]; break;
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case GRADE_TIER04:/*A*/ fSP += 4* pProfile->m_iNumStagesPassedByGrade[g]; break;
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case GRADE_TIER05:/*B*/ fSP += 3* pProfile->m_iNumStagesPassedByGrade[g]; break;
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case GRADE_TIER06:/*C*/ fSP += 2* pProfile->m_iNumStagesPassedByGrade[g]; break;
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case GRADE_TIER07:/*D*/ fSP += 1* pProfile->m_iNumStagesPassedByGrade[g]; break;
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case GRADE_FAILED:
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case GRADE_NO_DATA:
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; // no points
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