grading error fixes, ranking calculation and display fixes, set default difficulty back to same level as 3.0 final
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@@ -232,10 +232,10 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
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Grade grade[NUM_PLAYERS];
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(p) || GAMESTATE->m_CurStageStats.bFailed[p] )
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grade[p] = GRADE_E;
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if( GAMESTATE->IsPlayerEnabled(p) )
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grade[p] = stageStats.GetGrade( (PlayerNumber)p );
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else
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grade[p] = GAMESTATE->GetCurrentGrade( (PlayerNumber)p );
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grade[p] = GRADE_E;
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}
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Grade max_grade = GRADE_NO_DATA;
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@@ -832,7 +832,22 @@ void ScreenEvaluation::MenuStart( PlayerNumber pn )
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m_Menu.TweenOffScreenToBlack( SM_GoToGameFinished, false );
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}
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GAMESTATE->m_iCurrentStageIndex++; // Increment the stage counter.
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GAMESTATE->m_vPassedStageStats.push_back( GAMESTATE->m_CurStageStats ); // Save this stage's stats
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switch( m_ResultMode )
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{
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case RM_ARCADE_STAGE:
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GAMESTATE->m_iCurrentStageIndex++; // Increment the stage counter.
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// add current stage stats to accumulated total only if this song was passed
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{
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bool bOnePassed = false;
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for( int p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsPlayerEnabled(p) )
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bOnePassed |= !GAMESTATE->m_CurStageStats.bFailed[p];
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if( bOnePassed )
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GAMESTATE->m_vPassedStageStats.push_back( GAMESTATE->m_CurStageStats ); // Save this stage's stats
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}
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break;
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}
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}
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