name cleanup: PLAY_MODE_ARCADE -> PLAY_MODE_REGULAR
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@@ -389,7 +389,7 @@ void ScreenGameplay::Init()
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//
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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_REGULAR:
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case PLAY_MODE_ONI:
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case PLAY_MODE_NONSTOP:
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case PLAY_MODE_ENDLESS:
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@@ -450,7 +450,7 @@ void ScreenGameplay::Init()
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//
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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_REGULAR:
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case PLAY_MODE_NONSTOP:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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@@ -531,7 +531,7 @@ void ScreenGameplay::Init()
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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_REGULAR:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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m_sprStage.Load( THEME->GetPathG(m_sName,"stage "+GAMESTATE->GetStageText()) );
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@@ -872,7 +872,7 @@ void ScreenGameplay::LoadNextSong()
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if( GAMESTATE->m_SongOptions.m_LifeType==SongOptions::LIFE_BATTERY && g_CurStageStats.bFailed[p] ) // already failed
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ShowOniGameOver(p);
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if( GAMESTATE->m_SongOptions.m_LifeType==SongOptions::LIFE_BAR && GAMESTATE->m_PlayMode == PLAY_MODE_ARCADE && !PREFSMAN->m_bEventMode && !m_bDemonstration)
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if( GAMESTATE->m_SongOptions.m_LifeType==SongOptions::LIFE_BAR && GAMESTATE->m_PlayMode == PLAY_MODE_REGULAR && !PREFSMAN->m_bEventMode && !m_bDemonstration)
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{
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m_pLifeMeter[p]->UpdateNonstopLifebar(
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GAMESTATE->GetStageIndex(),
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@@ -1372,7 +1372,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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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_REGULAR:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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if( GAMESTATE->OneIsHot() )
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@@ -1810,7 +1810,7 @@ void ScreenGameplay::ShowSavePrompt( ScreenMessage SM_SendWhenDone )
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CString sMessage;
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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_REGULAR:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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sMessage = ssprintf(
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@@ -2236,7 +2236,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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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_REGULAR:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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if( PREFSMAN->m_bEventMode )
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