Allow each extra stage to have different Grade Tier passing requirements.
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@@ -4366,6 +4366,8 @@ UseNameBlacklist=0
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DefaultSort=Group
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DefaultSong=
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AreStageModsForced=AreStageModsForced
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GradeTierForExtra1=3
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GradeTierForExtra2=3
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[ScreenMiniMenuContext]
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Fallback=ScreenMiniMenu
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@@ -60,6 +60,9 @@ Song* GameState::GetDefaultSong() const
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return sid.ToSong();
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}
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static const ThemeMetric<int> GRADE_TIER_FOR_EXTRA_1 ("GameState","GradeTierForExtra1");
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static const ThemeMetric<int> GRADE_TIER_FOR_EXTRA_2 ("GameState","GradeTierForExtra2");
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static DynamicThemeMetric<bool> ARE_STAGE_MODS_FORCED( "GameState","AreStageModsForced" );
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@@ -997,7 +1000,9 @@ bool GameState::HasEarnedExtraStage() const
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m_pCurSteps[pn]->GetDifficulty() != DIFFICULTY_CHALLENGE )
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continue; /* not hard enough! */
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if( STATSMAN->m_CurStageStats.m_player[pn].GetGrade() <= Grade_Tier03 )
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// Grading tiers start with 1 on metrics, but 0 on enums. That is why you must subtract 1. --Jason Felds
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if ( ( IsFinalStage() && STATSMAN->m_CurStageStats.m_player[pn].GetGrade() <= GRADE_TIER_FOR_EXTRA_1 - 1 ) ||
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( IsExtraStage() && STATSMAN->m_CurStageStats.m_player[pn].GetGrade() <= GRADE_TIER_FOR_EXTRA_2 - 1 ) )
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{
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bOnePassed = true;
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break;
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