check fail after GetFinalEvalStageStats
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@@ -187,8 +187,6 @@ void ScreenEvaluation::Init()
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_MENU );
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m_bFailed = STATSMAN->m_CurStageStats.AllFailed();
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ZERO( m_bSavedScreenshot );
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@@ -213,6 +211,8 @@ void ScreenEvaluation::Init()
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m_StageStats = STATSMAN->m_CurStageStats;
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m_bFailed = STATSMAN->m_CurStageStats.AllFailed();
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LOG->Trace( "total error: %i, %i", m_StageStats.m_player[PLAYER_1].iTotalError, m_StageStats.m_player[PLAYER_2].iTotalError );
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// Run this here, so m_StageStats is available to overlays.
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