fix asserts in ScreenNameEntryTraditional w/ ScreenTestMode on
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@@ -137,31 +137,34 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : S
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for( int z = 0; z < 3; ++z )
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for( int z = 0; z < 3; ++z )
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{
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{
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ss.vpPlayedSongs.push_back( SONGMAN->GetRandomSong() );
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ss.vpPlayedSongs.push_back( SONGMAN->GetRandomSong() );
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ss.m_player[PLAYER_1].iPossibleDancePoints = 100;
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ss.vpPossibleSongs = ss.vpPlayedSongs;
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ss.m_player[PLAYER_1].iActualDancePoints = 100;
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ss.pStyle = GAMESTATE->m_pCurStyle;
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ss.m_player[PLAYER_1].iScore = 100;
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ss.playMode = GAMESTATE->m_PlayMode;
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ss.m_player[PLAYER_2].iPossibleDancePoints = 100;
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ss.m_player[PLAYER_2].iActualDancePoints = 100;
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ss.m_player[PLAYER_2].iScore = 100;
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ASSERT( ss.vpPlayedSongs[0]->GetAllSteps().size() );
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ASSERT( ss.vpPlayedSongs[0]->GetAllSteps().size() );
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StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
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FOREACH_PlayerNumber( p )
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FOREACH_PlayerNumber( p )
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{
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{
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ss.m_player[p].vpPlayedSteps.push_back( ss.vpPlayedSongs[0]->GetAllSteps()[0] );
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Steps *pSteps = ss.vpPlayedSongs[0]->GetAllSteps()[0];
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GAMESTATE->m_pCurSteps[p].Set( ss.m_player[p].vpPlayedSteps[0] );
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ss.m_player[p].vpPlayedSteps.push_back( pSteps );
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GAMESTATE->m_pCurSteps[p].Set( pSteps );
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ss.m_player[p].iPossibleDancePoints = 100;
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ss.m_player[p].iActualDancePoints = 100;
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ss.m_player[p].iScore = 100;
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ss.m_player[p].iPossibleDancePoints = 1000;
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ss.m_player[p].iPossibleDancePoints = 1000;
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ss.m_player[p].iActualDancePoints = 985;
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ss.m_player[p].iActualDancePoints = 985;
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ss.m_player[p].vpPossibleSteps.push_back( pSteps );
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HighScore hs;
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HighScore hs;
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hs.grade = GRADE_TIER03;
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hs.grade = GRADE_TIER03;
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hs.fPercentDP = ss.m_player[p].GetPercentDancePoints();
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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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hs.iScore = ss.m_player[p].iScore;
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StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
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int a, b;
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int a, b;
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PROFILEMAN->AddStepsScore( ss.vpPlayedSongs[0], GAMESTATE->m_pCurSteps[p], p, hs, a, b );
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PROFILEMAN->AddStepsScore( ss.vpPlayedSongs[0], pSteps, p, hs, a, b );
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PROFILEMAN->AddStepsScore( ss.vpPlayedSongs[0], GAMESTATE->m_pCurSteps[p], p, hs, a, b );
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PROFILEMAN->AddStepsScore( ss.vpPlayedSongs[0], pSteps, p, hs, a, b );
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PROFILEMAN->AddStepsScore( ss.vpPlayedSongs[0], GAMESTATE->m_pCurSteps[p], p, hs, a, b );
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PROFILEMAN->AddStepsScore( ss.vpPlayedSongs[0], pSteps, p, hs, a, b );
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PROFILEMAN->AddStepsScore( ss.vpPlayedSongs[0], GAMESTATE->m_pCurSteps[p], p, hs, a, b );
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PROFILEMAN->AddStepsScore( ss.vpPlayedSongs[0], pSteps, p, hs, a, b );
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PROFILEMAN->AddStepsScore( ss.vpPlayedSongs[0], GAMESTATE->m_pCurSteps[p], p, hs, a, b );
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PROFILEMAN->AddStepsScore( ss.vpPlayedSongs[0], pSteps, p, hs, a, b );
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PROFILEMAN->AddCategoryScore( st, RANKING_A, p, hs, a, b );
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PROFILEMAN->AddCategoryScore( st, RANKING_A, p, hs, a, b );
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}
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}
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@@ -17,6 +17,12 @@ StageStats AccumStageStats( const vector<StageStats>& vss )
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{
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{
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StageStats ssreturn;
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StageStats ssreturn;
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if( !vss.empty() )
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{
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ssreturn.pStyle = vss[0].pStyle;
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ssreturn.playMode = vss[0].playMode;
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}
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FOREACH_CONST( StageStats, vss, ss )
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FOREACH_CONST( StageStats, vss, ss )
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ssreturn.AddStats( *ss );
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ssreturn.AddStats( *ss );
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