show PerDifficultyAward in course modes
This commit is contained in:
@@ -874,7 +874,6 @@ void ScreenEvaluation::CommitScores(
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PerDifficultyAward pdaToShowOut[NUM_PLAYERS],
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PerDifficultyAward pdaToShowOut[NUM_PLAYERS],
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PeakComboAward pcaToShowOut[NUM_PLAYERS] )
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PeakComboAward pcaToShowOut[NUM_PLAYERS] )
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{
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{
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{
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FOREACH_PlayerNumber( pn )
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FOREACH_PlayerNumber( pn )
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{
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{
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iPersonalHighScoreIndexOut[pn] = -1;
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iPersonalHighScoreIndexOut[pn] = -1;
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@@ -883,7 +882,6 @@ void ScreenEvaluation::CommitScores(
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pdaToShowOut[pn] = PER_DIFFICULTY_AWARD_INVALID;
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pdaToShowOut[pn] = PER_DIFFICULTY_AWARD_INVALID;
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pcaToShowOut[pn] = PEAK_COMBO_AWARD_INVALID;
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pcaToShowOut[pn] = PEAK_COMBO_AWARD_INVALID;
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}
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}
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}
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switch( GAMESTATE->m_PlayMode )
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switch( GAMESTATE->m_PlayMode )
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{
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{
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@@ -907,7 +905,6 @@ void ScreenEvaluation::CommitScores(
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LOG->Trace( "saving stats and high scores" );
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LOG->Trace( "saving stats and high scores" );
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{
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FOREACH_HumanPlayer( p )
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FOREACH_HumanPlayer( p )
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{
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{
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// don't save scores if the player is disqualified
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// don't save scores if the player is disqualified
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@@ -981,14 +978,12 @@ void ScreenEvaluation::CommitScores(
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ASSERT(0);
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ASSERT(0);
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}
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}
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}
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}
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}
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LOG->Trace( "done saving stats and high scores" );
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LOG->Trace( "done saving stats and high scores" );
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// If both players get a machine high score in the same HighScoreList,
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// If both players get a machine high score in the same HighScoreList,
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// then one player's score may have bumped the other player. Look in
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// then one player's score may have bumped the other player. Look in
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// the HighScoreList and re-get the high score index.
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// the HighScoreList and re-get the high score index.
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{
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FOREACH_HumanPlayer( p )
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FOREACH_HumanPlayer( p )
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{
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{
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if( iMachineHighScoreIndexOut[p] == -1 ) // no record
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if( iMachineHighScoreIndexOut[p] == -1 ) // no record
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@@ -1032,12 +1027,10 @@ void ScreenEvaluation::CommitScores(
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else
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else
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iMachineHighScoreIndexOut[p] = iter - pHSL->vHighScores.begin();
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iMachineHighScoreIndexOut[p] = iter - pHSL->vHighScores.begin();
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}
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}
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}
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LOG->Trace( "hand out awards" );
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LOG->Trace( "hand out awards" );
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{
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FOREACH_HumanPlayer( p )
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FOREACH_HumanPlayer( p )
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{
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{
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deque<PerDifficultyAward> &vPdas = GAMESTATE->m_vLastPerDifficultyAwards[p];
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deque<PerDifficultyAward> &vPdas = GAMESTATE->m_vLastPerDifficultyAwards[p];
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@@ -1048,6 +1041,7 @@ void ScreenEvaluation::CommitScores(
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switch( m_Type )
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switch( m_Type )
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{
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{
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case stage:
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case stage:
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case course:
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// don't give per-difficutly awards if using easy mods
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// don't give per-difficutly awards if using easy mods
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if( !GAMESTATE->IsDisqualified(p) )
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if( !GAMESTATE->IsDisqualified(p) )
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{
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{
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@@ -1106,7 +1100,6 @@ void ScreenEvaluation::CommitScores(
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LOG->Trace( "done with per combo awards" );
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LOG->Trace( "done with per combo awards" );
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}
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}
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}
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LOG->Trace( "done handing out awards." );
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LOG->Trace( "done handing out awards." );
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}
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}
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@@ -769,7 +769,7 @@ bool ScreenGameplay::IsLastSong()
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{
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{
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if( GAMESTATE->m_pCurCourse && GAMESTATE->m_pCurCourse->m_bRepeat )
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if( GAMESTATE->m_pCurCourse && GAMESTATE->m_pCurCourse->m_bRepeat )
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return false;
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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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}
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void ScreenGameplay::SetupSong( PlayerNumber p, int iSongIndex )
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void ScreenGameplay::SetupSong( PlayerNumber p, int iSongIndex )
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@@ -2135,6 +2135,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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// update dancing characters for win / lose
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// update dancing characters for win / lose
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DancingCharacters *Dancers = m_SongBackground.GetDancingCharacters();
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DancingCharacters *Dancers = m_SongBackground.GetDancingCharacters();
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if( Dancers )
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if( Dancers )
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{
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FOREACH_EnabledPlayer(p)
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FOREACH_EnabledPlayer(p)
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{
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{
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/* XXX: In battle modes, switch( GAMESTATE->GetStageResult(p) ). */
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/* XXX: In battle modes, switch( GAMESTATE->GetStageResult(p) ). */
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@@ -2145,6 +2146,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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else
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else
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Dancers->Change2DAnimState( p, AS2D_WIN ); // pass anim
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Dancers->Change2DAnimState( p, AS2D_WIN ); // pass anim
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}
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}
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}
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/* End round. */
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/* End round. */
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if( m_DancingState == STATE_OUTRO ) // ScreenGameplay already ended
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if( m_DancingState == STATE_OUTRO ) // ScreenGameplay already ended
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