cleanup
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@@ -2230,9 +2230,8 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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}
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// Feels hackish. Feel free to make cleaner.
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// MD 10/27/03 - I felt free. :-) And now it's arcade-accurate as well.
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if(GAMESTATE->IsCourseMode())
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if(GAMESTATE->GetCourseSongIndex() > (int(m_apSongsQueue.size() / 2) - 1 ))
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if( GAMESTATE->IsCourseMode() )
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if( GAMESTATE->GetCourseSongIndex() > (int(m_apSongsQueue.size() / 2) - 1 ) )
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo( "gameplay oni failed halfway" ) );
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else
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo( "gameplay oni failed" ) );
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@@ -2259,29 +2258,18 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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if( PREFSMAN->m_bEventMode )
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{
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if(EVAL_ON_FAIL) // go to the eval screen if we fail
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{
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SCREENMAN->SetNewScreen( "ScreenEvaluationStage" );
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}
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else // the theme says just fail and go back to the song select for event mode
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{
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SCREENMAN->SetNewScreen( PREV_SCREEN(GAMESTATE->m_PlayMode) );
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/* Don't do this; it'll call SongFinished, etc. again. -glenn */
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// HandleScreenMessage( SM_GoToScreenAfterBack );
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}
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}
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else if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
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SCREENMAN->SetNewScreen( "ScreenEvaluationStage" );
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else
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{
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if(EVAL_ON_FAIL) // go to the eval screen if we fail
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{
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SCREENMAN->SetNewScreen( "ScreenEvaluationStage" );
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}
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else // if not just game over now
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{
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SCREENMAN->SetNewScreen( "ScreenGameOver" );
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}
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}
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break;
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case PLAY_MODE_NONSTOP:
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