handle Player var the same way for judgment and combo
remove unused message
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@@ -11,8 +11,6 @@ Combo::Combo()
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m_iLastSeenCombo = -1;
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m_pPlayerState = NULL;
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m_pPlayerStageStats = NULL;
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this->SubscribeToMessage( Message_BeatCrossed );
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}
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void Combo::Load( const RString &sPath, const PlayerState *pPlayerState, const PlayerStageStats *pPlayerStageStats )
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@@ -22,7 +20,6 @@ void Combo::Load( const RString &sPath, const PlayerState *pPlayerState, const P
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m_pPlayerState = pPlayerState;
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m_pPlayerStageStats = pPlayerStageStats;
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LuaThreadVariable var( "Player", LuaReference::Create(m_pPlayerState->m_PlayerNumber) );
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m_sprComboLabel.Load( sPath );
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this->AddChild( m_sprComboLabel );
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}
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@@ -327,15 +327,14 @@ void Player::Init(
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m_soundAttackEnding.SetProperty( "Pan", fBalance );
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{
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LuaThreadVariable var( "Player", LuaReference::Create(m_pPlayerState->m_PlayerNumber) );
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LuaThreadVariable var2( "MultiPlayer", LuaReference::Create(m_pPlayerState->m_mp) );
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m_Combo.SetName( "Combo" );
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m_Combo.Load( THEME->GetPathG(sType,"combo"), m_pPlayerState, m_pPlayerStageStats );
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ActorUtil::LoadAllCommandsAndOnCommand( m_Combo, sType );
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this->AddChild( &m_Combo );
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}
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{
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LuaThreadVariable var( "Player", LuaReference::Create(m_pPlayerState->m_PlayerNumber) );
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LuaThreadVariable var2( "MultiPlayer", LuaReference::Create(m_pPlayerState->m_mp) );
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m_pJudgment.Load( THEME->GetPathG(sType,"judgment") );
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m_pJudgment->SetName( "Judgment" );
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ActorUtil::LoadAllCommandsAndOnCommand( m_pJudgment, sType );
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