s/m_vPassedStageStats/m_vPlayedStageStats/g
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@@ -92,7 +92,7 @@ void GameState::Reset()
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ResetStageStatistics();
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SONGMAN->UpdateBest();
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m_vPassedStageStats.clear();
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m_vPlayedStageStats.clear();
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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@@ -447,9 +447,9 @@ void GameState::GetFinalEvalStatsAndSongs( StageStats& statsOut, vector<Song*>&
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// Show stats only for the latest 3 normal songs + passed extra stages
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int PassedRegularSongsLeft = 3;
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for( int i = (int)GAMESTATE->m_vPassedStageStats.size()-1; i >= 0; --i )
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for( int i = (int)GAMESTATE->m_vPlayedStageStats.size()-1; i >= 0; --i )
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{
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const StageStats &s = GAMESTATE->m_vPassedStageStats[i];
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const StageStats &s = GAMESTATE->m_vPlayedStageStats[i];
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if( !s.OnePassed() )
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continue;
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@@ -201,7 +201,7 @@ public:
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void ResetStageStatistics(); // Call this when it's time to play a new stage.
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vector<StageStats> m_vPassedStageStats; // Only useful in Arcade for final evaluation
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vector<StageStats> m_vPlayedStageStats; // Only useful in Arcade for final evaluation
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// A song is only inserted here if at least one player passed.
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// StageStats are added by the Evaluation screen
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@@ -983,7 +983,7 @@ void ScreenEvaluation::MenuStart( PlayerNumber pn )
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GAMESTATE->m_iCurrentStageIndex += iNumStagesOfLastSong;
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// save current stage stats
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GAMESTATE->m_vPassedStageStats.push_back( GAMESTATE->m_CurStageStats ); // Save this stage's stats
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GAMESTATE->m_vPlayedStageStats.push_back( GAMESTATE->m_CurStageStats ); // Save this stage's stats
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break;
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}
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}
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