cleanup of statistics, saving of high scores
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@@ -83,7 +83,7 @@ void LifeMeterBattery::Load( PlayerNumber pn )
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Refresh();
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}
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void LifeMeterBattery::SongEnded()
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void LifeMeterBattery::OnSongEnded()
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{
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if( m_bFailedEarlier )
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return;
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@@ -145,8 +145,8 @@ void LifeMeterBattery::ChangeLife( HoldNoteScore score, TapNoteScore tscore )
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void LifeMeterBattery::OnDancePointsChange()
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{
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int iActualDancePoints = GAMESTATE->m_iActualDancePoints[m_PlayerNumber];
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int iPossibleDancePoints = GAMESTATE->m_iPossibleDancePoints[m_PlayerNumber];
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int iActualDancePoints = GAMESTATE->m_CurStageStats.iActualDancePoints[m_PlayerNumber];
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int iPossibleDancePoints = GAMESTATE->m_CurStageStats.iPossibleDancePoints[m_PlayerNumber];
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iPossibleDancePoints = max( 1, iPossibleDancePoints );
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float fPercentDancePoints = iActualDancePoints / (float)iPossibleDancePoints + 0.00001f; // correct for rounding errors
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