simplify
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@@ -288,17 +288,17 @@ void ScreenUnlockStatus::Init()
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RString PointDisplay = TYPE_TO_DISPLAY;
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if (PointDisplay == "DP" || PointDisplay == "Dance")
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{
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RString sDP = ssprintf( "%d", (int)UNLOCKMAN->DancePointsUntilNextUnlock() );
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RString sDP = ssprintf( "%d", (int)UNLOCKMAN->PointsUntilNextUnlock(UnlockRequirement_DancePoints) );
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PointsUntilNextUnlock.SetText( sDP );
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}
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else if (PointDisplay == "AP" || PointDisplay == "Arcade")
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{
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RString sAP = ssprintf( "%d", (int)UNLOCKMAN->ArcadePointsUntilNextUnlock() );
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RString sAP = ssprintf( "%d", (int)UNLOCKMAN->PointsUntilNextUnlock(UnlockRequirement_ArcadePoints) );
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PointsUntilNextUnlock.SetText( sAP );
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}
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else if (PointDisplay == "SP" || PointDisplay == "Song")
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{
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RString sSP = ssprintf( "%d", (int)UNLOCKMAN->SongPointsUntilNextUnlock() );
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RString sSP = ssprintf( "%d", (int)UNLOCKMAN->PointsUntilNextUnlock(UnlockRequirement_SongPoints) );
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PointsUntilNextUnlock.SetText( sSP );
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}
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@@ -100,13 +100,7 @@ public:
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~UnlockManager();
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void Reload();
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// returns # of points till next unlock - used for ScreenUnlock
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float PointsUntilNextUnlock( UnlockRequirement t ) const;
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float ArcadePointsUntilNextUnlock() const { return PointsUntilNextUnlock(UnlockRequirement_ArcadePoints); }
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float DancePointsUntilNextUnlock() const { return PointsUntilNextUnlock(UnlockRequirement_DancePoints); }
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float SongPointsUntilNextUnlock() const { return PointsUntilNextUnlock(UnlockRequirement_SongPoints); }
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// Used on select screens:
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bool SongIsLocked( const Song *song ) const;
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bool SongIsRouletteOnly( const Song *song ) const;
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bool StepsIsLocked( const Song *pSong, const Steps *pSteps ) const;
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