make the eval radar sane (but not necessarily correct)
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@@ -280,4 +280,20 @@ void GameState::GetFinalEvalStatsAndSongs( StageStats& statsOut, vector<Song*>&
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statsOut += GAMESTATE->m_vPassedStageStats[i];
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vSongsOut.push_back( GAMESTATE->m_vPassedStageStats[i].pSong );
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}
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if(!vSongsOut.size()) return;
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/* XXX: I have no idea if this is correct--but it's better than overflowing,
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* anyway. -glenn */
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( !IsPlayerEnabled(p) )
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continue;
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for( int r = 0; r < NUM_RADAR_CATEGORIES; r++)
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{
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statsOut.fRadarPossible[p][r] /= vSongsOut.size();
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statsOut.fRadarActual[p][r] /= vSongsOut.size();
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}
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}
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}
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