Cleanup.
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@@ -28,16 +28,16 @@ public:
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vector<Steps*> vpPlayedSteps;
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vector<Steps*> vpPossibleSteps;
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float fAliveSeconds; // how far into the music did they last before failing? Updated by Gameplay, scaled by music rate.
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float fAliveSeconds; // how far into the music did they last before failing? Updated by Gameplay, scaled by music rate.
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/* Set if the player actually failed at any point during the song. This is always
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* false in FAIL_OFF. If recovery is enabled and two players are playing,
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* this is only set if both players were failing at the same time. */
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bool bFailed;
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bool bFailed;
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/* This indicates whether the player bottomed out his bar/ran out of lives at some
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* point during the song. It's set in all fail modes. */
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bool bFailedEarlier;
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bool bFailedEarlier;
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int iPossibleDancePoints;
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int iCurPossibleDancePoints;
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int iActualDancePoints;
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@@ -52,20 +52,20 @@ public:
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int iMaxScore;
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int iBonus; // bonus to be added on screeneval
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RadarValues radarPossible; // filled in by ScreenGameplay on start of notes
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RadarValues radarActual;
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RadarValues radarActual;
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/* The number of songs played and passed, respectively. */
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int iSongsPassed;
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int iSongsPlayed;
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int iTotalError;
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float fLifeRemainingSeconds; // used in survival
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float fLifeRemainingSeconds; // used in survival
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// workout
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float fCaloriesBurned;
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float fCaloriesBurned;
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TapNoteScore tnsLast;
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HoldNoteScore hnsLast;
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TapNoteScore tnsLast;
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HoldNoteScore hnsLast;
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map<float,float> fLifeRecord;
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map<float,float> fLifeRecord;
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void SetLifeRecordAt( float fLife, float fStepsSecond );
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void GetLifeRecord( float *fLifeOut, int iNumSamples, float fStepsEndSecond ) const;
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float GetLifeRecordAt( float fStepsSecond ) const;
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@@ -91,15 +91,15 @@ public:
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bool IsZero() const { return fStartSecond < 0; }
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};
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vector<Combo_t> ComboList;
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float fFirstSecond;
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float fLastSecond;
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float fFirstSecond;
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float fLastSecond;
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int GetComboAtStartOfStage() const;
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int GetComboAtStartOfStage() const;
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bool FullComboOfScore( TapNoteScore tnsAllGreaterOrEqual ) const;
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bool FullCombo() const { return FullComboOfScore(TNS_W3); }
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bool SingleDigitsOfScore( TapNoteScore tnsAllGreaterOrEqual ) const;
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bool OneOfScore( TapNoteScore tnsAllGreaterOrEqual ) const;
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int GetTotalTaps() const;
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int GetTotalTaps() const;
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float GetPercentageOfTaps( TapNoteScore tns ) const;
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void UpdateComboList( float fSecond, bool rollover );
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Combo_t GetMaxCombo() const;
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@@ -111,10 +111,10 @@ public:
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PerDifficultyAward m_pdaToShow;
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PeakComboAward m_pcaToShow;
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int m_iPersonalHighScoreIndex;
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int m_iMachineHighScoreIndex;
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RankingCategory m_rc;
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HighScore m_HighScore;
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int m_iPersonalHighScoreIndex;
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int m_iMachineHighScoreIndex;
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RankingCategory m_rc;
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HighScore m_HighScore;
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// Lua
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void PushSelf( lua_State *L );
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@@ -152,11 +152,11 @@ void StatsManager::CommitStatsToProfiles()
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FOREACH_HumanPlayer( pn )
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{
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int iNumTapsAndHolds = (int) m_CurStageStats.m_player[pn].radarActual[RadarCategory_TapsAndHolds];
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int iNumJumps = (int) m_CurStageStats.m_player[pn].radarActual[RadarCategory_Jumps];
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int iNumHolds = (int) m_CurStageStats.m_player[pn].radarActual[RadarCategory_Holds];
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int iNumRolls = (int) m_CurStageStats.m_player[pn].radarActual[RadarCategory_Rolls];
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int iNumMines = (int) m_CurStageStats.m_player[pn].radarActual[RadarCategory_Mines];
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int iNumHands = (int) m_CurStageStats.m_player[pn].radarActual[RadarCategory_Hands];
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int iNumJumps = (int) m_CurStageStats.m_player[pn].radarActual[RadarCategory_Jumps];
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int iNumHolds = (int) m_CurStageStats.m_player[pn].radarActual[RadarCategory_Holds];
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int iNumRolls = (int) m_CurStageStats.m_player[pn].radarActual[RadarCategory_Rolls];
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int iNumMines = (int) m_CurStageStats.m_player[pn].radarActual[RadarCategory_Mines];
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int iNumHands = (int) m_CurStageStats.m_player[pn].radarActual[RadarCategory_Hands];
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float fCaloriesBurned = m_CurStageStats.m_player[pn].fCaloriesBurned;
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PROFILEMAN->AddStepTotals( pn, iNumTapsAndHolds, iNumJumps, iNumHolds, iNumRolls, iNumMines, iNumHands, fCaloriesBurned );
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}
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