load in Init()
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@@ -337,22 +337,22 @@ GetNextVisiblePlayerInfo( vector<PlayerInfo>::iterator iter, vector<PlayerInfo>
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ScreenGameplay::ScreenGameplay( CString sName ) : ScreenWithMenuElements(sName)
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{
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m_pPlayerScoreList = NULL;
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PLAYER_TYPE.Load( sName, "PlayerType" );
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GIVE_UP_TEXT.Load( sName, "GiveUpText" );
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GIVE_UP_ABORTED_TEXT.Load( sName, "GiveUpAbortedText" );
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MUSIC_FADE_OUT_SECONDS.Load( sName, "MusicFadeOutSeconds" );
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START_GIVES_UP.Load( sName, "StartGivesUp" );
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BACK_GIVES_UP.Load( sName, "BackGivesUp" );
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GIVING_UP_GOES_TO_PREV_SCREEN.Load( sName, "GivingUpGoesToPrevScreen" );
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GIVING_UP_GOES_TO_NEXT_SCREEN.Load( sName, "GivingUpGoesToNextScreen" );
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FAIL_AFTER_30_MISSES.Load( sName, "FailAfter30Misses" );
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USE_FORCED_MODIFIERS_IN_BEGINNER.Load( sName, "UseForcedModifiersInBeginner" );
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FORCED_MODIFIERS_IN_BEGINNER.Load( sName, "ForcedModifiersInBeginner" );
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}
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void ScreenGameplay::Init()
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{
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PLAYER_TYPE.Load( m_sName, "PlayerType" );
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GIVE_UP_TEXT.Load( m_sName, "GiveUpText" );
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GIVE_UP_ABORTED_TEXT.Load( m_sName, "GiveUpAbortedText" );
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MUSIC_FADE_OUT_SECONDS.Load( m_sName, "MusicFadeOutSeconds" );
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START_GIVES_UP.Load( m_sName, "StartGivesUp" );
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BACK_GIVES_UP.Load( m_sName, "BackGivesUp" );
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GIVING_UP_GOES_TO_PREV_SCREEN.Load( m_sName, "GivingUpGoesToPrevScreen" );
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GIVING_UP_GOES_TO_NEXT_SCREEN.Load( m_sName, "GivingUpGoesToNextScreen" );
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FAIL_AFTER_30_MISSES.Load( m_sName, "FailAfter30Misses" );
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USE_FORCED_MODIFIERS_IN_BEGINNER.Load( m_sName, "UseForcedModifiersInBeginner" );
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FORCED_MODIFIERS_IN_BEGINNER.Load( m_sName, "ForcedModifiersInBeginner" );
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this->FillPlayerInfo( m_vPlayerInfo );
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ASSERT_M( !m_vPlayerInfo.empty(), "m_vPlayerInfo must be filled by FillPlayerInfo" );
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