move all high score data into Profile
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@@ -170,6 +170,11 @@ void PaneDisplay::SetContent( PaneContents c )
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}
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}
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const Song *pSong = GAMESTATE->m_pCurSong;
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const Steps *pSteps = GAMESTATE->m_pCurNotes[m_PlayerNumber];
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StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
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const Course *pCourse = GAMESTATE->m_pCurCourse;
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float val = 0;
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CString str;
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switch( c )
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@@ -190,21 +195,21 @@ void PaneDisplay::SetContent( PaneContents c )
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case SONG_DIFFICULTY_RADAR_FREEZE: val = fRadarValues[RADAR_FREEZE]; break;
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case SONG_DIFFICULTY_RADAR_CHAOS: val = fRadarValues[RADAR_CHAOS]; break;
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case SONG_PROFILE_HIGH_SCORE:
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val = 100.0f * GAMESTATE->m_pCurNotes[m_PlayerNumber]->GetTopScore( PlayerMemCard(m_PlayerNumber) ).fPercentDP;
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val = 100.0f * PROFILEMAN->GetProfile(m_PlayerNumber)->GetStepsHighScoreList(pSteps).GetTopScore().fPercentDP;
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break;
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case SONG_PROFILE_NUM_PLAYS:
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val = (float) GAMESTATE->m_pCurNotes[m_PlayerNumber]->GetNumTimesPlayed( PlayerMemCard(m_PlayerNumber) );
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val = (float) PROFILEMAN->GetProfile(m_PlayerNumber)->GetStepsNumTimesPlayed(pSteps);
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break;
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case SONG_MACHINE_HIGH_NAME: /* set val for color */
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case SONG_MACHINE_HIGH_SCORE:
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val = 100.0f * GAMESTATE->m_pCurNotes[m_PlayerNumber]->GetTopScore( PROFILE_SLOT_MACHINE ).fPercentDP;
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val = 100.0f * PROFILEMAN->GetProfile(m_PlayerNumber)->GetStepsHighScoreList(pSteps).GetTopScore().fPercentDP;
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break;
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case SONG_MACHINE_RANK:
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{
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const vector<Song*> best = SONGMAN->GetBestSongs( PROFILE_SLOT_MACHINE );
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val = (float) FindIndex( best.begin(), best.end(), GAMESTATE->m_pCurSong );
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val = (float) FindIndex( best.begin(), best.end(), pSong );
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val += 1;
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break;
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}
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@@ -212,38 +217,38 @@ void PaneDisplay::SetContent( PaneContents c )
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case SONG_PROFILE_RANK:
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{
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const vector<Song*> best = SONGMAN->GetBestSongs( PlayerMemCard(m_PlayerNumber) );
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val = (float) FindIndex( best.begin(), best.end(), GAMESTATE->m_pCurSong );
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val = (float) FindIndex( best.begin(), best.end(), pSong );
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val += 1;
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break;
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}
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case COURSE_MACHINE_HIGH_NAME: /* set val for color */
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case COURSE_MACHINE_HIGH_SCORE:
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val = 100.0f * GAMESTATE->m_pCurCourse->GetTopScore( GAMESTATE->GetCurrentStyleDef()->m_StepsType, PROFILE_SLOT_MACHINE ).fPercentDP;
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val = 100.0f * PROFILEMAN->GetMachineProfile()->GetCourseHighScoreList(pCourse,st).GetTopScore().fPercentDP;
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break;
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case COURSE_MACHINE_NUM_PLAYS:
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val = (float) GAMESTATE->m_pCurCourse->GetNumTimesPlayed( PROFILE_SLOT_MACHINE );
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val = (float) PROFILEMAN->GetMachineProfile()->GetCourseNumTimesPlayed( pCourse );
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break;
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case COURSE_MACHINE_RANK:
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{
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const vector<Course*> best = SONGMAN->GetBestCourses( PROFILE_SLOT_MACHINE );
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val = (float) FindIndex( best.begin(), best.end(), GAMESTATE->m_pCurCourse );
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val = (float) FindIndex( best.begin(), best.end(), pCourse );
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val += 1;
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}
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break;
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case COURSE_PROFILE_HIGH_SCORE:
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val = 100.0f * GAMESTATE->m_pCurCourse->GetTopScore( GAMESTATE->GetCurrentStyleDef()->m_StepsType, PlayerMemCard(m_PlayerNumber) ).fPercentDP;
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val = 100.0f * PROFILEMAN->GetProfile(m_PlayerNumber)->GetCourseHighScoreList(pCourse,st).GetTopScore().fPercentDP;
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break;
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case COURSE_PROFILE_NUM_PLAYS:
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val = (float) GAMESTATE->m_pCurCourse->GetNumTimesPlayed( PlayerMemCard(m_PlayerNumber) );
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val = (float) PROFILEMAN->GetProfile(m_PlayerNumber)->GetCourseNumTimesPlayed( pCourse );
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break;
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case COURSE_PROFILE_RANK:
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const vector<Course*> best = SONGMAN->GetBestCourses( PlayerMemCard(m_PlayerNumber) );
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val = (float) FindIndex( best.begin(), best.end(), GAMESTATE->m_pCurCourse );
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val = (float) FindIndex( best.begin(), best.end(), pCourse );
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val += 1;
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break;
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};
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@@ -265,10 +270,10 @@ void PaneDisplay::SetContent( PaneContents c )
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switch( c )
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{
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case SONG_MACHINE_HIGH_NAME:
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str = GAMESTATE->m_pCurNotes[m_PlayerNumber]->GetTopScore( PROFILE_SLOT_MACHINE ).sName;
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str = PROFILEMAN->GetMachineProfile()->GetStepsHighScoreList(pSteps).GetTopScore().sName;
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break;
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case COURSE_MACHINE_HIGH_NAME:
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str = GAMESTATE->m_pCurCourse->GetTopScore( GAMESTATE->GetCurrentStyleDef()->m_StepsType, PROFILE_SLOT_MACHINE ).sName;
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str = PROFILEMAN->GetMachineProfile()->GetCourseHighScoreList(pCourse, st).GetTopScore().sName;
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break;
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case SONG_MACHINE_HIGH_SCORE:
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