Store unlock data in a more fundamental form in the profile, and derive
the special values as needed. Centralize most of it in GameState::EndGame.
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@@ -2135,9 +2135,6 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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ASSERT( fMaxSurviveSeconds > 0 );
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m_textSurviveTime.SetText( "TIME: " + SecondsToTime(fMaxSurviveSeconds) );
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SET_XY_AND_ON_COMMAND( m_textSurviveTime );
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// Increment update failed extra stage count.
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UNLOCKMAN->UnlockFailExtraStage();
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}
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// Feels hackish. Feel free to make cleaner.
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