run final stats before sending m_CurStageStats to m_vPlayedStageStats
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@@ -2253,13 +2253,13 @@ void ScreenGameplay::StageFinished( bool bBackedOut )
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GAMESTATE->m_iPlayerStageTokens[p] = 0;
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GAMESTATE->m_iPlayerStageTokens[p] = 0;
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}
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}
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// save current stage stats
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STATSMAN->m_vPlayedStageStats.push_back( STATSMAN->m_CurStageStats );
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GAMESTATE->CommitStageStats();
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STATSMAN->m_CurStageStats.CommitScores( false );
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FOREACH_HumanPlayer( pn )
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FOREACH_HumanPlayer( pn )
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STATSMAN->m_CurStageStats.m_player[pn].CalcAwards( pn, STATSMAN->m_CurStageStats.m_bGaveUp, STATSMAN->m_CurStageStats.m_bUsedAutoplay );
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STATSMAN->m_CurStageStats.m_player[pn].CalcAwards( pn, STATSMAN->m_CurStageStats.m_bGaveUp, STATSMAN->m_CurStageStats.m_bUsedAutoplay );
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STATSMAN->m_CurStageStats.CommitScores( false );
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GAMESTATE->CommitStageStats();
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// save current stage stats
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STATSMAN->m_vPlayedStageStats.push_back( STATSMAN->m_CurStageStats );
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STATSMAN->CalcAccumPlayedStageStats();
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STATSMAN->CalcAccumPlayedStageStats();
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GAMESTATE->FinishStage();
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GAMESTATE->FinishStage();
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