don't rescale RADAR_NUM_* down in GetFinalEvalStatsAndSongs
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@@ -966,11 +966,11 @@ void GameState::GetFinalEvalStatsAndSongs( StageStats& statsOut, vector<Song*>&
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if(!vSongsOut.size()) return;
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if(!vSongsOut.size()) return;
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/* XXX: I have no idea if this is correct--but it's better than overflowing,
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/* Scale radar percentages back down to roughly 0..1. Don't scale RADAR_NUM_TAPS_AND_HOLDS
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* anyway. -glenn */
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* and the rest, which are counters. */
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FOREACH_EnabledPlayer( p )
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FOREACH_EnabledPlayer( p )
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{
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{
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for( int r = 0; r < NUM_RADAR_CATEGORIES; r++)
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for( int r = 0; r < RADAR_NUM_TAPS_AND_HOLDS; r++)
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{
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{
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statsOut.fRadarPossible[p][r] /= vSongsOut.size();
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statsOut.fRadarPossible[p][r] /= vSongsOut.size();
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statsOut.fRadarActual[p][r] /= vSongsOut.size();
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statsOut.fRadarActual[p][r] /= vSongsOut.size();
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