Spacing to make these easier to read.
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+17
-17
@@ -128,23 +128,23 @@ void Player::Init(
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ScoreKeeper* pPrimaryScoreKeeper,
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ScoreKeeper* pSecondaryScoreKeeper )
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{
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GRAY_ARROWS_Y_STANDARD.Load(sType,"ReceptorArrowsYStandard");
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GRAY_ARROWS_Y_REVERSE.Load(sType,"ReceptorArrowsYReverse");
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COMBO_X.Load(sType,COMBO_X_NAME,NUM_PLAYERS,2);
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COMBO_Y.Load(sType,"ComboY");
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COMBO_Y_REVERSE.Load(sType,"ComboYReverse");
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COMBO_CENTERED_ADDY.Load(sType,"ComboCenteredAddY");
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COMBO_CENTERED_ADDY_REVERSE.Load(sType,"ComboCenteredAddYReverse");
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ATTACK_DISPLAY_X.Load(sType,ATTACK_DISPLAY_X_NAME,NUM_PLAYERS,2);
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ATTACK_DISPLAY_Y.Load(sType,"AttackDisplayY");
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ATTACK_DISPLAY_Y_REVERSE.Load(sType,"AttackDisplayYReverse");
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HOLD_JUDGMENT_Y_STANDARD.Load(sType,"HoldJudgmentYStandard");
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HOLD_JUDGMENT_Y_REVERSE.Load(sType,"HoldJudgmentYReverse");
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BRIGHT_GHOST_COMBO_THRESHOLD.Load(sType,"BrightGhostComboThreshold");
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TAP_JUDGMENTS_UNDER_FIELD.Load(sType,"TapJudgmentsUnderField");
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HOLD_JUDGMENTS_UNDER_FIELD.Load(sType,"HoldJudgmentsUnderField");
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START_DRAWING_AT_PIXELS.Load(sType,"StartDrawingAtPixels");
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STOP_DRAWING_AT_PIXELS.Load(sType,"StopDrawingAtPixels");
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GRAY_ARROWS_Y_STANDARD.Load( sType, "ReceptorArrowsYStandard" );
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GRAY_ARROWS_Y_REVERSE.Load( sType, "ReceptorArrowsYReverse" );
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COMBO_X.Load( sType, COMBO_X_NAME,NUM_PLAYERS, 2 );
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COMBO_Y.Load( sType, "ComboY" );
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COMBO_Y_REVERSE.Load( sType, "ComboYReverse" );
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COMBO_CENTERED_ADDY.Load( sType, "ComboCenteredAddY" );
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COMBO_CENTERED_ADDY_REVERSE.Load( sType, "ComboCenteredAddYReverse" );
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ATTACK_DISPLAY_X.Load( sType, ATTACK_DISPLAY_X_NAME, NUM_PLAYERS, 2 );
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ATTACK_DISPLAY_Y.Load( sType, "AttackDisplayY" );
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ATTACK_DISPLAY_Y_REVERSE.Load( sType, "AttackDisplayYReverse" );
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HOLD_JUDGMENT_Y_STANDARD.Load( sType, "HoldJudgmentYStandard" );
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HOLD_JUDGMENT_Y_REVERSE.Load( sType, "HoldJudgmentYReverse" );
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BRIGHT_GHOST_COMBO_THRESHOLD.Load( sType, "BrightGhostComboThreshold" );
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TAP_JUDGMENTS_UNDER_FIELD.Load( sType, "TapJudgmentsUnderField" );
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HOLD_JUDGMENTS_UNDER_FIELD.Load( sType, "HoldJudgmentsUnderField" );
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START_DRAWING_AT_PIXELS.Load( sType, "StartDrawingAtPixels" );
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STOP_DRAWING_AT_PIXELS.Load( sType, "StopDrawingAtPixels" );
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if( m_pJudgment )
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{
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@@ -333,17 +333,17 @@ void ScreenGameplay::Init()
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void ScreenGameplay::Init( bool bUseSongBackgroundAndForeground )
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{
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PLAYER_TYPE.Load( m_sName, "PlayerType" );
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GIVE_UP_START_TEXT.Load( m_sName, "GiveUpStartText" );
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GIVE_UP_BACK_TEXT.Load( m_sName, "GiveUpBackText" );
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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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ALLOW_CENTER_1_PLAYER.Load( m_sName, "AllowCenter1Player" );
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PLAYER_TYPE.Load( m_sName, "PlayerType" );
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GIVE_UP_START_TEXT.Load( m_sName, "GiveUpStartText" );
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GIVE_UP_BACK_TEXT.Load( m_sName, "GiveUpBackText" );
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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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ALLOW_CENTER_1_PLAYER.Load( m_sName, "AllowCenter1Player" );
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if( bUseSongBackgroundAndForeground )
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{
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