fix GAMESTATE->m_iCpuSkill going out of bounds
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@@ -82,8 +82,8 @@ TapNoteScore PlayerAI::GetTapNoteScore( PlayerNumber pn )
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GAMESTATE->m_iLastPositiveSumOfAttackLevels[pn] :
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0;
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ASSERT( iCpuSkill>=0 && iCpuSkill<NUM_SKILL_LEVELS );
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ASSERT( GAMESTATE->m_PlayerController[pn] == PC_CPU );
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ASSERT_M( iCpuSkill>=0 && iCpuSkill<NUM_SKILL_LEVELS, ssprintf("%i", iCpuSkill) );
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ASSERT_M( GAMESTATE->m_PlayerController[pn] == PC_CPU, ssprintf("%i", GAMESTATE->m_PlayerController[pn]) );
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iCpuSkill -= iSumOfAttackLevels*3;
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CLAMP( iCpuSkill, 0, NUM_SKILL_LEVELS-1 );
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@@ -933,6 +933,8 @@ void ScreenGameplay::LoadNextSong()
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GAMESTATE->m_PlayerController[p] = PC_CPU;
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int iMeter = GAMESTATE->m_pCurNotes[p]->GetMeter();
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int iNewSkill = SCALE( iMeter, MIN_METER, MAX_METER, 0, NUM_SKILL_LEVELS-1 );
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/* Watch out: songs aren't actually bound by MAX_METER. */
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iNewSkill = clamp( iNewSkill, 0, NUM_SKILL_LEVELS-1 );
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GAMESTATE->m_iCpuSkill[p] = iNewSkill;
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}
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else if( PREFSMAN->m_bAutoPlay )
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