cleanup
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@@ -151,7 +151,7 @@ void PlayerInfo::Load( PlayerNumber pn, MultiPlayer mp, bool bShowNoteField )
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m_pSecondaryScoreDisplay->Init( GetPlayerState(), GetPlayerStageStats() );
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}
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switch( PREFSMAN->m_ScoringType )
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switch( PREFSMAN->m_ScoringType )
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{
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default: ASSERT(0);
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case PrefsManager::SCORING_NEW:
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@@ -396,8 +396,8 @@ void ScreenGameplay::Init()
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// fill in difficulty of CPU players with that of the first human player
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FOREACH_PotentialCpuPlayer(p)
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GAMESTATE->m_pCurSteps[p].Set( GAMESTATE->m_pCurSteps[ GAMESTATE->GetFirstHumanPlayer() ] );
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FOREACH_PotentialCpuPlayer(p)
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GAMESTATE->m_pCurSteps[p].Set( GAMESTATE->m_pCurSteps[ GAMESTATE->GetFirstHumanPlayer() ] );
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/* Increment the course play count. */
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if( GAMESTATE->IsCourseMode() && !GAMESTATE->m_bDemonstrationOrJukebox )
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@@ -450,7 +450,7 @@ void ScreenGameplay::Init()
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this->AddChild( &m_Toasty );
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}
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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{
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pi->m_pPlayer->SetName( ssprintf("Player%s", pi->GetName().c_str()) );
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// If pi->m_pn is set, then the player will be visible. If not, then it's not
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@@ -472,7 +472,7 @@ void ScreenGameplay::Init()
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this->AddChild( pi->m_pPlayer );
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}
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FOREACH_EnabledPlayerInfoNotDummy( m_vPlayerInfo, pi )
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FOREACH_EnabledPlayerInfoNotDummy( m_vPlayerInfo, pi )
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{
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if( pi->m_pPlayer->HasNoteField() )
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{
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@@ -1795,9 +1795,9 @@ void ScreenGameplay::Update( float fDeltaTime )
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continue;
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SOUND->PlayOnceFromDir( THEME->GetPathS(m_sName,"oni die") );
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pi->ShowOniGameOver();
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pi->m_pPlayer->m_NoteData.Init(); // remove all notes and scoring
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pi->m_pPlayer->FadeToFail(); // tell the NoteField to fade to white
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pi->ShowOniGameOver();
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pi->m_pPlayer->m_NoteData.Init(); // remove all notes and scoring
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pi->m_pPlayer->FadeToFail(); // tell the NoteField to fade to white
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}
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}
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}
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@@ -2248,7 +2248,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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void ScreenGameplay::SongFinished()
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{
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// save any statistics
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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{
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/* Note that adding stats is only meaningful for the counters (eg. RadarCategory_Jumps),
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* not for the percentages (RadarCategory_Air). */
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@@ -2264,7 +2264,7 @@ void ScreenGameplay::SongFinished()
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/* Extremely important: if we don't remove attacks before moving on to the next
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* screen, they'll still be turned on eventually. */
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GAMESTATE->RemoveAllActiveAttacks();
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FOREACH_VisiblePlayerInfo( m_vPlayerInfo, pi )
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FOREACH_VisiblePlayerInfo( m_vPlayerInfo, pi )
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pi->m_pActiveAttackList->Refresh();
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}
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@@ -2278,7 +2278,7 @@ void ScreenGameplay::StageFinished( bool bBackedOut )
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{
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LOG->Trace("Running stats for %i", i );
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SetupSong( i );
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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pi->m_pPlayer->ApplyWaitingTransforms();
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SongFinished();
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}
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@@ -2321,7 +2321,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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* m_NextSong finishes. */
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// GAMESTATE->RemoveAllActiveAttacks();
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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{
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/* If either player's passmark is enabled, check it. */
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if( pi->GetPlayerState()->m_PlayerOptions.m_fPassmark > 0 &&
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@@ -2570,8 +2570,8 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
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{
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float fMaxSurviveSeconds = 0;
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FOREACH_EnabledPlayer(p)
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fMaxSurviveSeconds = max( fMaxSurviveSeconds, STATSMAN->m_CurStageStats.m_player[p].fAliveSeconds );
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FOREACH_EnabledPlayer(p)
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fMaxSurviveSeconds = max( fMaxSurviveSeconds, STATSMAN->m_CurStageStats.m_player[p].fAliveSeconds );
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m_textSurviveTime.SetText( "TIME: " + SecondsToMMSSMsMs(fMaxSurviveSeconds) );
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SET_XY_AND_ON_COMMAND( m_textSurviveTime );
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}
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