Simplify. GAMESTATE->m_pCurCharacters[pl] is always set.
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@@ -123,15 +123,10 @@ bool BeginnerHelper::CanUse()
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if( GAMESTATE->m_CurGame != GAME_DANCE )
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return false;
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vector<Character*> apCharacters;
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GAMESTATE->GetCharacters( apCharacters );
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if( apCharacters.size() == 0 )
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return false;
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switch (GAMESTATE->m_CurStyle)
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switch( GAMESTATE->m_CurStyle )
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{
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case STYLE_DANCE_SOLO:
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case STYLE_DANCE_DOUBLE: return false;
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case STYLE_DANCE_SOLO:
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case STYLE_DANCE_DOUBLE: return false;
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}
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return true;
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}
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@@ -182,13 +177,7 @@ bool BeginnerHelper::Initialize( int iDancePadType )
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if( GAMESTATE->m_pCurNotes[pl]->GetDifficulty() != DIFFICULTY_BEGINNER )
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continue;
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// if there is no character set, try loading a random one.
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// XXX: If the character is turned on by us, it should be reverted
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Character *Character = GAMESTATE->m_pCurCharacters[pl];
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if( Character == NULL )
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Character = GAMESTATE->GetRandomCharacter();
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/* If there aren't any characters, CanUse() should have returned false. */
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const Character *Character = GAMESTATE->m_pCurCharacters[pl];
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ASSERT( Character != NULL );
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// Load textures
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@@ -212,7 +201,8 @@ bool BeginnerHelper::Initialize( int iDancePadType )
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m_mDancer[pl].m_bRevertToDefaultAnimation = true; // Stay bouncing after a step has finished animating.
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}
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return (m_bInitialized = true);
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m_bInitialized = true;
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return true;
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}
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void BeginnerHelper::FlashOnce()
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