Update aliases.
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@@ -309,6 +309,23 @@ Screen* Screen::Create( CString sClassName )
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if( !sClassName.CompareNoCase("ScreenWarning") )
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sClassName = "ScreenAttract@ScreenWarning";
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if( !sClassName.CompareNoCase("ScreenEvaluationStage") )
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sClassName = "ScreenEvaluation@ScreenEvaluationStage";
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if( !sClassName.CompareNoCase("ScreenEvaluationSummary") )
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sClassName = "ScreenEvaluation@ScreenEvaluationSummary";
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if( !sClassName.CompareNoCase("ScreenEvaluationNonstop") )
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sClassName = "ScreenEvaluation@ScreenEvaluationNonstop";
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if( !sClassName.CompareNoCase("ScreenEvaluationOni") )
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sClassName = "ScreenEvaluation@ScreenEvaluationOni";
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if( !sClassName.CompareNoCase("ScreenEvaluationEndless") )
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sClassName = "ScreenEvaluation@ScreenEvaluationEndless";
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if( !sClassName.CompareNoCase("ScreenEvaluationEndless") )
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sClassName = "ScreenEvaluation@ScreenEvaluationEndless";
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if( !sClassName.CompareNoCase("ScreenEvaluationBattle") )
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sClassName = "ScreenEvaluation@ScreenEvaluationBattle";
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if( !sClassName.CompareNoCase("ScreenEvaluationRave") )
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sClassName = "ScreenEvaluation@ScreenEvaluationRave";
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/* "ScreenCompany@ScreenOtherCompany" loads ScreenCompany with the
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* asset "ScreenOtherCompany", so (if it supports it) it'll use
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* metric, graphic, etc. names starting with "ScreenOtherCompany". */
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@@ -331,13 +348,7 @@ Screen* Screen::Create( CString sClassName )
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IF_RETURN( ScreenCaution );
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IF_RETURN( ScreenEdit );
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IF_RETURN( ScreenEditMenu );
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IF_RETURN( ScreenEvaluationStage );
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IF_RETURN( ScreenEvaluationSummary );
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IF_RETURN( ScreenEvaluationNonstop );
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IF_RETURN( ScreenEvaluationOni );
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IF_RETURN( ScreenEvaluationEndless );
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IF_RETURN( ScreenEvaluationBattle );
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IF_RETURN( ScreenEvaluationRave );
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IF_RETURN( ScreenEvaluation );
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IF_RETURN( ScreenEz2SelectPlayer );
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IF_RETURN( ScreenGameOver );
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IF_RETURN( ScreenGameplay );
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