cleanup
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@@ -30,8 +30,8 @@ Screen::~Screen()
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}
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}
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bool Screen::SortMessagesByDelayRemaining(const Screen::QueuedScreenMessage &m1,
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bool Screen::SortMessagesByDelayRemaining( const Screen::QueuedScreenMessage &m1,
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const Screen::QueuedScreenMessage &m2)
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const Screen::QueuedScreenMessage &m2 )
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{
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{
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return m1.fDelayRemaining < m2.fDelayRemaining;
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return m1.fDelayRemaining < m2.fDelayRemaining;
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}
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}
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@@ -421,7 +421,7 @@ void ScreenGameplay::Init( bool bUseSongBackgroundAndForeground )
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// fill in difficulty of CPU players with that of the first human player
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// fill in difficulty of CPU players with that of the first human player
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FOREACH_PotentialCpuPlayer(p)
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FOREACH_PotentialCpuPlayer(p)
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GAMESTATE->m_pCurSteps[p].Set( GAMESTATE->m_pCurSteps[ GAMESTATE->GetFirstHumanPlayer() ] );
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GAMESTATE->m_pCurSteps[p].Set( GAMESTATE->m_pCurSteps[ GAMESTATE->GetFirstHumanPlayer() ] );
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/* Increment the course play count. */
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/* Increment the course play count. */
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if( GAMESTATE->IsCourseMode() && !GAMESTATE->m_bDemonstrationOrJukebox )
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if( GAMESTATE->IsCourseMode() && !GAMESTATE->m_bDemonstrationOrJukebox )
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