Add step totals in GameState::FinishStage, instead of eval. This means
that step counts and "calories" still count if you fail (or give up).
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@@ -628,6 +628,21 @@ void GameState::FinishStage()
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m_iCurrentStageIndex += m_iNumStagesOfThisSong;
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m_iNumStagesOfThisSong = 0;
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//
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// Add step totals. Use fRadarActual, since the player might have failed partway
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// through the song, in which case we don't want to give credit for the rest of the
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// song.
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//
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FOREACH_HumanPlayer( pn )
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{
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int iNumTapsAndHolds = (int) g_CurStageStats.fRadarActual[pn][RADAR_NUM_TAPS_AND_HOLDS];
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int iNumJumps = (int) g_CurStageStats.fRadarActual[pn][RADAR_NUM_JUMPS];
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int iNumHolds = (int) g_CurStageStats.fRadarActual[pn][RADAR_NUM_HOLDS];
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int iNumMines = (int) g_CurStageStats.fRadarActual[pn][RADAR_NUM_MINES];
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int iNumHands = (int) g_CurStageStats.fRadarActual[pn][RADAR_NUM_HANDS];
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PROFILEMAN->AddStepTotals( pn, iNumTapsAndHolds, iNumJumps, iNumHolds, iNumMines, iNumHands );
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}
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}
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int GameState::GetStageIndex() const
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@@ -884,20 +884,6 @@ void ScreenEvaluation::CommitScores(
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Song* pSong = GAMESTATE->m_pCurSong;
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Steps* pSteps = GAMESTATE->m_pCurNotes[p];
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//
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// Add step totals. (In Summary evaluations, we've already done this.)
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//
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if( m_Type != summary )
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{
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int iNumTapsAndHolds = (int) stageStats.fRadarPossible[p][RADAR_NUM_TAPS_AND_HOLDS];
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int iNumJumps = (int) stageStats.fRadarPossible[p][RADAR_NUM_JUMPS];
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int iNumHolds = (int) stageStats.fRadarPossible[p][RADAR_NUM_HOLDS];
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int iNumMines = (int) stageStats.fRadarPossible[p][RADAR_NUM_MINES];
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int iNumHands = (int) stageStats.fRadarPossible[p][RADAR_NUM_HANDS];
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PROFILEMAN->AddStepTotals( p, iNumTapsAndHolds, iNumJumps, iNumHolds, iNumMines, iNumHands );
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}
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// whether or not to save scores when the stage was failed
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// depends on if this is a course or not ... it's handled
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// below in the switch
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