This should be checking if the player is enabled, not if the font is not null.
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@@ -193,7 +193,7 @@ void ScreenNetEvaluation::UpdateStats()
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for( int j=0; j<NETNUMTAPSCORES; ++j )
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for( int j=0; j<NETNUMTAPSCORES; ++j )
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{
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{
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int iNumDigits = (j==JudgeLine_MaxCombo)? MAX_COMBO_NUM_DIGITS:4;
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int iNumDigits = (j==JudgeLine_MaxCombo)? MAX_COMBO_NUM_DIGITS:4;
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if( m_textJudgeNumbers[j][m_pActivePlayer].m_pFont != NULL )
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if( GAMESTATE->IsPlayerEnabled(m_pActivePlayer) ) // XXX: Why would this not be the case? -- Steve
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m_textJudgeNumbers[j][m_pActivePlayer].SetText( ssprintf("%*d", iNumDigits, NSMAN->m_EvalPlayerData[m_iCurrentPlayer].tapScores[j]) );
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m_textJudgeNumbers[j][m_pActivePlayer].SetText( ssprintf("%*d", iNumDigits, NSMAN->m_EvalPlayerData[m_iCurrentPlayer].tapScores[j]) );
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}
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}
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