cleanup
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@@ -2375,18 +2375,18 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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else if( SM == SM_LeaveGameplay )
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{
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// update dancing characters for win / lose
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DancingCharacters *Dancers = m_SongBackground.GetDancingCharacters();
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if( Dancers )
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DancingCharacters *pDancers = m_SongBackground.GetDancingCharacters();
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if( pDancers )
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{
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FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi )
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{
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/* XXX: In battle modes, switch( GAMESTATE->GetStageResult(p) ). */
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if( pi->GetPlayerStageStats()->bFailed )
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Dancers->Change2DAnimState( pi->m_pn, AS2D_FAIL ); // fail anim
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pDancers->Change2DAnimState( pi->m_pn, AS2D_FAIL ); // fail anim
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else if( pi->m_pLifeMeter && pi->m_pLifeMeter->GetLife() == 1.0f ) // full life
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Dancers->Change2DAnimState( pi->m_pn, AS2D_WINFEVER ); // full life pass anim
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pDancers->Change2DAnimState( pi->m_pn, AS2D_WINFEVER ); // full life pass anim
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else
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Dancers->Change2DAnimState( pi->m_pn, AS2D_WIN ); // pass anim
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pDancers->Change2DAnimState( pi->m_pn, AS2D_WIN ); // pass anim
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}
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}
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