show PerDifficultyAward in course modes
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@@ -769,7 +769,7 @@ bool ScreenGameplay::IsLastSong()
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{
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if( GAMESTATE->m_pCurCourse && GAMESTATE->m_pCurCourse->m_bRepeat )
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return false;
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return GAMESTATE->GetCourseSongIndex()+1 == (int)m_apSongsQueue.size(); // GetCourseSongIndex() is 0-based but size() is not
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return GAMESTATE->GetCourseSongIndex() >= (int)m_apSongsQueue.size()-1; // GetCourseSongIndex() is 0-based
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}
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void ScreenGameplay::SetupSong( PlayerNumber p, int iSongIndex )
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@@ -2090,10 +2090,10 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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else if( SM == SM_NotesEnded ) // received while STATE_DANCING
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{
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/* Do this in LoadNextSong, so we don't tween off old attacks until
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* m_NextSong finishes. */
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* m_NextSong finishes. */
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// GAMESTATE->RemoveAllActiveAttacks();
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FOREACH_EnabledPlayer(p)
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FOREACH_EnabledPlayer(p)
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{
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/* If either player's passmark is enabled, check it. */
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if( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.m_fPassmark > 0 &&
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@@ -2116,7 +2116,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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}
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/* If all players have *really* failed (bFailed, not the life meter or
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* bFailedEarlier): */
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* bFailedEarlier): */
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const bool bAllReallyFailed = STATSMAN->m_CurStageStats.AllFailed();
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@@ -2135,15 +2135,17 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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// update dancing characters for win / lose
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DancingCharacters *Dancers = m_SongBackground.GetDancingCharacters();
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if( Dancers )
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FOREACH_EnabledPlayer(p)
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{
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/* XXX: In battle modes, switch( GAMESTATE->GetStageResult(p) ). */
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if( STATSMAN->m_CurStageStats.m_player[p].bFailed )
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Dancers->Change2DAnimState( p, AS2D_FAIL ); // fail anim
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else if( m_pLifeMeter[p] && m_pLifeMeter[p]->GetLife() == 1.0f ) // full life
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Dancers->Change2DAnimState( p, AS2D_WINFEVER ); // full life pass anim
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else
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Dancers->Change2DAnimState( p, AS2D_WIN ); // pass anim
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FOREACH_EnabledPlayer(p)
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{
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/* XXX: In battle modes, switch( GAMESTATE->GetStageResult(p) ). */
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if( STATSMAN->m_CurStageStats.m_player[p].bFailed )
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Dancers->Change2DAnimState( p, AS2D_FAIL ); // fail anim
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else if( m_pLifeMeter[p] && m_pLifeMeter[p]->GetLife() == 1.0f ) // full life
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Dancers->Change2DAnimState( p, AS2D_WINFEVER ); // full life pass anim
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else
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Dancers->Change2DAnimState( p, AS2D_WIN ); // pass anim
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}
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}
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/* End round. */
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