fix "can give up while the next song is loading, putting the next song animation in a messed up state"
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@@ -2163,6 +2163,8 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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}
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else if( SM == SM_NotesEnded ) // received while STATE_DANCING
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{
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AbortGiveUp( false ); // don't allow giveup while the next song is loading
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/* Do this in LoadNextSong, so we don't tween off old attacks until
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* m_NextSong finishes. */
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// GAMESTATE->RemoveAllActiveAttacks();
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