reduce dependency on m_Type
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@@ -255,7 +255,8 @@ void ScreenEvaluation::Init()
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m_bTryExtraStage =
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GAMESTATE->HasEarnedExtraStage() &&
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m_Type==stage;
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!GAMESTATE->IsCourseMode() &&
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m_Type != summary;
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//
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@@ -322,34 +323,20 @@ void ScreenEvaluation::Init()
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FOREACH_EnabledPlayer( p )
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{
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m_DifficultyIcon[p].Load( THEME->GetPathG(m_sName,"difficulty icons") );
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switch( m_Type )
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{
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case stage:
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m_DifficultyIcon[p].SetFromSteps( p, GAMESTATE->m_pCurSteps[p] );
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break;
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case course:
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if( GAMESTATE->IsCourseMode() )
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m_DifficultyIcon[p].SetFromTrail( p, GAMESTATE->m_pCurTrail[p] );
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break;
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default:
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ASSERT(0);
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}
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else
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m_DifficultyIcon[p].SetFromSteps( p, GAMESTATE->m_pCurSteps[p] );
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m_DifficultyIcon[p].SetName( ssprintf("DifficultyIconP%d",p+1) );
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SET_XY_AND_ON_COMMAND( m_DifficultyIcon[p] );
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this->AddChild( &m_DifficultyIcon[p] );
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m_DifficultyMeter[p].SetName( ssprintf("DifficultyMeterP%d",p+1) );
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m_DifficultyMeter[p].Load( ssprintf("ScreenEvaluation DifficultyMeterP%d",p+1) );
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switch( m_Type )
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{
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case stage:
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m_DifficultyMeter[p].SetFromSteps( GAMESTATE->m_pCurSteps[p] );
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break;
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case course:
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if( GAMESTATE->IsCourseMode() )
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m_DifficultyMeter[p].SetFromTrail( GAMESTATE->m_pCurTrail[p] );
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break;
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default:
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ASSERT(0);
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}
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else
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m_DifficultyMeter[p].SetFromSteps( GAMESTATE->m_pCurSteps[p] );
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SET_XY_AND_ON_COMMAND( m_DifficultyMeter[p] );
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this->AddChild( &m_DifficultyMeter[p] );
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