overhauling stats: keep per-player category info to simplify
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+15
-12
@@ -951,21 +951,24 @@ void GameState::GetRankingFeats( PlayerNumber pn, vector<RankingFeats> &asFeatsO
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GetFinalEvalStatsAndSongs( stats, vSongs );
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for( i=0; i<NUM_RANKING_CATEGORIES; i++ )
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for( int mc=0; mc<NUM_MEMORY_CARDS; mc++ )
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{
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vector<ProfileManager::CategoryData::HighScore> &vHighScores = PROFILEMAN->m_CategoryDatas[nt][i].vHighScores;
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for( unsigned j=0; j<vHighScores.size(); j++ )
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for( i=0; i<NUM_RANKING_CATEGORIES; i++ )
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{
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if( vHighScores[j].sName != RANKING_TO_FILL_IN_MARKER[pn] )
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continue;
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vector<ProfileManager::CategoryData::HighScore> &vHighScores = PROFILEMAN->m_CategoryDatas[mc][nt][i].vHighScores;
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for( unsigned j=0; j<vHighScores.size(); j++ )
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{
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if( vHighScores[j].sName != RANKING_TO_FILL_IN_MARKER[pn] )
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continue;
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RankingFeats feat;
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feat.Type = RankingFeats::RANKING;
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feat.Feat = ssprintf("#%d in Type %c (%d)", j+1, 'A'+i, stats.iMeter[pn] );
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feat.pStringToFill = &vHighScores[j].sName;
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feat.g = GRADE_NO_DATA;
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feat.Score = (float) vHighScores[j].iScore;
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asFeatsOut.push_back( feat );
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RankingFeats feat;
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feat.Type = RankingFeats::RANKING;
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feat.Feat = ssprintf("#%d in Type %c (%d)", j+1, 'A'+i, stats.iMeter[pn] );
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feat.pStringToFill = &vHighScores[j].sName;
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feat.g = GRADE_NO_DATA;
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feat.Score = (float) vHighScores[j].iScore;
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asFeatsOut.push_back( feat );
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}
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}
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}
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}
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