simplify
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@@ -272,25 +272,19 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName ) : Screen(sClassName)
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}
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// }
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m_bgOverlay.LoadFromAniDir( THEME->GetPathB(m_sName, "overlay") );
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m_bgOverlay.SetZ( -1 ); /* draw on top of everything except transitions */
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this->AddChild( &m_bgOverlay );
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m_bPassFailTriggered = false; // the sound hasn't been triggered yet
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switch( m_Type )
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{
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case stage:
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case course:
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m_bgOverlay.LoadFromAniDir( THEME->GetPathB(m_sName, "overlay") );
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m_bgOverlay.SetZ( -1 ); /* draw on top of everything except transitions */
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this->AddChild( &m_bgOverlay );
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if( m_bFailed )
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{
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m_bgFailedBack.LoadFromAniDir( THEME->GetPathB(m_sName, "failed background") );
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m_sndPassFail.Load( THEME->GetPathS(m_sName, "failed") );
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}
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else
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{
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// the theme can use the regular background for passed background
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m_sndPassFail.Load( THEME->GetPathS(m_sName, "passed") );
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}
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m_sndPassFail.Play();
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}
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@@ -1221,7 +1215,6 @@ void ScreenEvaluation::Update( float fDeltaTime )
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if(!m_sndPassFail.IsPlaying()) m_sndPassFail.Play();
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m_bPassFailTriggered = true;
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}
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m_bgFailedBack.Update( fDeltaTime );
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}
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else if (m_Type==stage||m_Type==course) // STAGE/NONSTOP eval AND passed
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{
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@@ -1279,8 +1272,6 @@ void ScreenEvaluation::DrawPrimitives()
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m_bgCondBga.DrawPrimitives();
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// draw the failed background here if the player(s) failed
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if(m_bFailed && (m_Type==stage||m_Type==course))
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m_bgFailedBack.Draw();
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// draw any special backgrounds if the player failed.
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// if(USE_GRADE_SPECIFIC_BG)
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@@ -66,7 +66,6 @@ protected:
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float m_fScreenCreateTime;
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BGAnimation m_bgFailedBack;
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BGAnimation m_bgOverlay;
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ConditionalBGA m_bgCondBga;
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