Make this happen for each place it needs to.
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@@ -95,6 +95,8 @@ void BeginnerHelper::Initialize( int iDancePadType )
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this->AddChild(&m_sStepCircle[sc]);
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}*/
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Steps *Blahness;
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// Load the DancePad
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m_mDancePad.SetHorizAlign( align_left );
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m_mDancePad.SetRotationX( DANCEPAD_ANGLE );
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@@ -116,6 +118,11 @@ void BeginnerHelper::Initialize( int iDancePadType )
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GAMESTATE->m_pCurCharacters[pl] = GAMESTATE->GetRandomCharacter();
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}
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LOG->Trace( "Blahness" );
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Blahness = GAMESTATE->m_pCurNotes[pl];
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LOG->Trace( "Blahness2" );
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LOG->Trace( "Players: %d, Player: %d",NUM_PLAYERS,pl );
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LOG->Trace ("Blahness Difficulty: %d",Blahness->GetDifficulty() );
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if( GAMESTATE->m_pCurNotes[pl]->GetDifficulty() == DIFFICULTY_BEGINNER && GAMESTATE->m_pCurCharacters[pl] != NULL )
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{
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// Load textures
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@@ -185,7 +192,7 @@ void BeginnerHelper::Step( int pn, int CSTEP )
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{
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LOG->Trace( "BeginnerHelper::Step()" );
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// First make sure this player is on beginner mode and enabled... The difficulty check may be redundant, tho.
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if( (GAMESTATE->IsPlayerEnabled(pn)) && (GAMESTATE->m_PreferredDifficulty[pn] == DIFFICULTY_BEGINNER) )
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if( (GAMESTATE->IsPlayerEnabled(pn)) && (GAMESTATE->m_pCurNotes[pn]->GetDifficulty() == DIFFICULTY_BEGINNER) )
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{
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ShowStepCircle( pn, CSTEP);
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m_mDancer[pn].StopTweening();
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@@ -221,7 +228,7 @@ void BeginnerHelper::Update( float fDeltaTime )
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for(int pn = 0; pn < NUM_PLAYERS; pn++ )
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{
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if( (!GAMESTATE->IsPlayerEnabled(pn)) || (GAMESTATE->m_PreferredDifficulty[pn] != DIFFICULTY_BEGINNER) )
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if( (!GAMESTATE->IsPlayerEnabled(pn)) || (GAMESTATE->m_pCurNotes[pn]->GetDifficulty() != DIFFICULTY_BEGINNER) )
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continue; // skip
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int iStep = 0;
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