narrow StageStats* -> PlayerStageStats*
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@@ -18,7 +18,7 @@ PercentageDisplay::PercentageDisplay()
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m_pSource = NULL;
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}
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void PercentageDisplay::Load( PlayerNumber pn, StageStats* pSource, bool bAutoRefresh )
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void PercentageDisplay::Load( PlayerNumber pn, PlayerStageStats* pSource, bool bAutoRefresh )
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{
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ASSERT( m_sName != "" ); // set this!
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m_PlayerNumber = pn;
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@@ -64,7 +64,7 @@ void PercentageDisplay::Update( float fDeltaTime )
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void PercentageDisplay::Refresh()
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{
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const int iActualDancePoints = m_pSource->m_player[m_PlayerNumber].iActualDancePoints;
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const int iActualDancePoints = m_pSource->iActualDancePoints;
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if( iActualDancePoints == m_Last )
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return;
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@@ -77,7 +77,7 @@ void PercentageDisplay::Refresh()
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}
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else
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{
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float fPercentDancePoints = m_pSource->m_player[m_PlayerNumber].GetPercentDancePoints();
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float fPercentDancePoints = m_pSource->GetPercentDancePoints();
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// clamp percentage - feedback is that negative numbers look weird here.
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CLAMP( fPercentDancePoints, 0.f, 1.f );
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