show life and combo graphs over the whole song/course - not just over the time the player was alive
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@@ -110,12 +110,12 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName ) : ScreenWithMenuElement
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GAMESTATE->m_bSideIsJoined[PLAYER_2] = true;
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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GAMESTATE->m_pCurSong.Set( SONGMAN->GetRandomSong() );
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STATSMAN->m_CurStageStats.vpSongs.push_back( GAMESTATE->m_pCurSong );
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STATSMAN->m_CurStageStats.vpPlayedSongs.push_back( GAMESTATE->m_pCurSong );
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GAMESTATE->m_pCurCourse = SONGMAN->GetRandomCourse();
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GAMESTATE->m_pCurSteps[PLAYER_1].Set( GAMESTATE->m_pCurSong->GetAllSteps()[0] );
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GAMESTATE->m_pCurSteps[PLAYER_2].Set( GAMESTATE->m_pCurSong->GetAllSteps()[0] );
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].vpSteps.push_back( GAMESTATE->m_pCurSteps[PLAYER_1] );
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STATSMAN->m_CurStageStats.m_player[PLAYER_2].vpSteps.push_back( GAMESTATE->m_pCurSteps[PLAYER_2] );
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].vpPlayedSteps.push_back( GAMESTATE->m_pCurSteps[PLAYER_1] );
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STATSMAN->m_CurStageStats.m_player[PLAYER_2].vpPlayedSteps.push_back( GAMESTATE->m_pCurSteps[PLAYER_2] );
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.m_fScrollSpeed = 2;
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GAMESTATE->m_pPlayerState[PLAYER_2]->m_PlayerOptions.m_fScrollSpeed = 2;
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GAMESTATE->m_iCurrentStageIndex = 0;
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@@ -335,9 +335,9 @@ void ScreenEvaluation::Init()
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break;
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case summary:
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{
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for( unsigned i=0; i<stageStats.vpSongs.size(); i++ )
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for( unsigned i=0; i<stageStats.vpPlayedSongs.size(); i++ )
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{
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Song *pSong = stageStats.vpSongs[i];
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Song *pSong = stageStats.vpPlayedSongs[i];
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m_SmallBanner[i].LoadFromSong( pSong );
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m_SmallBanner[i].ScaleToClipped( BANNER_WIDTH, BANNER_HEIGHT );
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@@ -455,7 +455,7 @@ void ScreenEvaluation::Init()
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m_Graph[p].SetName( ssprintf("GraphP%i",p+1) );
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m_Graph[p].Load( THEME->GetPathG(m_sName,ssprintf("graph p%i", p+1)), GRAPH_START_HEIGHT );
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m_Graph[p].LoadFromStageStats( stageStats.m_player[p] );
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m_Graph[p].LoadFromStageStats( stageStats, stageStats.m_player[p] );
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SET_XY_AND_ON_COMMAND( m_Graph[p] );
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this->AddChild( &m_Graph[p] );
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}
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@@ -466,7 +466,7 @@ void ScreenEvaluation::Init()
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FOREACH_EnabledPlayer( p )
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{
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m_Combo[p].SetName( m_sName, ssprintf("ComboP%i",p+1) );
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m_Combo[p].Load( m_sName, ssprintf("combo p%i",p+1), stageStats, p );
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m_Combo[p].Load( m_sName, ssprintf("combo p%i",p+1), stageStats, stageStats.m_player[p] );
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SET_XY_AND_ON_COMMAND( m_Combo[p] );
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this->AddChild( &m_Combo[p] );
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