show life and combo graphs over the whole song/course - not just over the time the player was alive
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@@ -704,7 +704,7 @@ void ScreenGameplay::InitSongQueues()
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m_apSongsQueue.push_back( e->pSong );
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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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Trail *pTrail = GAMESTATE->m_pCurTrail[p];
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ASSERT( pTrail );
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@@ -724,12 +724,17 @@ void ScreenGameplay::InitSongQueues()
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else
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{
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m_apSongsQueue.push_back( GAMESTATE->m_pCurSong );
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FOREACH_PlayerNumber(p)
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FOREACH_PlayerNumber(p)
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{
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m_vpStepsQueue[p].push_back( GAMESTATE->m_pCurSteps[p] );
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m_asModifiersQueue[p].push_back( AttackArray() );
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}
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}
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// Fill StageStats
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STATSMAN->m_CurStageStats.vpPossibleSongs = m_apSongsQueue;
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FOREACH_PlayerNumber(p)
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STATSMAN->m_CurStageStats.m_player[p].vpPossibleSteps = m_vpStepsQueue[p];
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}
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ScreenGameplay::~ScreenGameplay()
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@@ -864,7 +869,7 @@ void ScreenGameplay::LoadNextSong()
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int iPlaySongIndex = GAMESTATE->GetCourseSongIndex();
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iPlaySongIndex %= m_apSongsQueue.size();
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GAMESTATE->m_pCurSong.Set( m_apSongsQueue[iPlaySongIndex] );
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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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// No need to do this here. We do it in SongFinished().
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//GAMESTATE->RemoveAllActiveAttacks();
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@@ -885,7 +890,7 @@ void ScreenGameplay::LoadNextSong()
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{
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Song* pSong = GAMESTATE->m_pCurSong;
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Steps* pSteps = GAMESTATE->m_pCurSteps[p];
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STATSMAN->m_CurStageStats.m_player[p].vpSteps.push_back( pSteps );
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STATSMAN->m_CurStageStats.m_player[p].vpPlayedSteps.push_back( pSteps );
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ASSERT( GAMESTATE->m_pCurSteps[p] );
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m_textStepsDescription[p].SetText( GAMESTATE->m_pCurSteps[p]->GetDescription() );
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