Pass player_info to add_bonus_points_to_score
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@ -50,7 +50,7 @@ extern array<bitmap_index, MAX_GAUGE_BMS> Gauges_hires; // hires gauges
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// Flags for gauges/hud stuff
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void add_points_to_score(player_info &, int points);
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extern void add_bonus_points_to_score(int points);
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void add_bonus_points_to_score(player_info &, int points);
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#ifdef dsx
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namespace dsx {
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@ -948,7 +948,7 @@ static void DoEndLevelScoreGlitz()
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} else
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endgame_points = is_last_level = 0;
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add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
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add_bonus_points_to_score(player_info, skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
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c = 0;
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snprintf(m_str[c++], sizeof(m_str[0]), "%s%i", TXT_SHIELD_BONUS, shield_points); // Return at start to lower menu...
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@ -1723,10 +1723,9 @@ void add_points_to_score(player_info &player_info, int points)
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/* This is only called in single player when the player is between
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* levels.
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*/
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void add_bonus_points_to_score(int points)
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void add_bonus_points_to_score(player_info &player_info, int points)
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{
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assert(!(Game_mode & GM_MULTI));
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auto &player_info = get_local_plrobj().ctype.player_info;
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common_add_points_to_score(points, player_info);
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}
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