break battle into two PlayModes: CPU_BATTLE, HUMAN_BATTLE
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@@ -30,7 +30,8 @@ ScoreKeeperMAX2::ScoreKeeperMAX2( const vector<Notes*>& apNotes_, PlayerNumber p
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_HUMAN_BATTLE:
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case PLAY_MODE_CPU_BATTLE:
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case PLAY_MODE_RAVE:
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{
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ASSERT( !apNotes.empty() );
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@@ -324,7 +325,8 @@ void ScoreKeeperMAX2::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTa
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_HUMAN_BATTLE:
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case PLAY_MODE_CPU_BATTLE:
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case PLAY_MODE_RAVE:
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case PLAY_MODE_NONSTOP:
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case PLAY_MODE_ENDLESS:
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@@ -455,7 +457,8 @@ int ScoreKeeperMAX2::TapNoteScoreToDancePoints( TapNoteScore tns )
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_HUMAN_BATTLE:
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case PLAY_MODE_CPU_BATTLE:
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case PLAY_MODE_RAVE:
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case PLAY_MODE_ENDLESS:
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case PLAY_MODE_NONSTOP:
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@@ -491,7 +494,8 @@ int ScoreKeeperMAX2::HoldNoteScoreToDancePoints( HoldNoteScore hns )
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_HUMAN_BATTLE:
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case PLAY_MODE_CPU_BATTLE:
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case PLAY_MODE_RAVE:
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case PLAY_MODE_ENDLESS:
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case PLAY_MODE_NONSTOP:
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