use lua
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@@ -52,9 +52,6 @@ const char* STATS_STRING[NUM_STATS_LINES] =
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#define BAR_ACTUAL_MAX_COMMAND THEME->GetMetricA(m_sName,"BarActualMaxCommand")
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// metrics that are specific to classes derived from ScreenEvaluation
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#define FAILED_SCREEN THEME->GetMetric (m_sName, "FailedScreen")
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#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
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#define END_SCREEN THEME->GetMetric (m_sName,"EndScreen")
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#define SHOW_BANNER_AREA THEME->GetMetricB(m_sName,"ShowBannerArea")
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#define SHOW_GRADE_AREA THEME->GetMetricB(m_sName,"ShowGradeArea")
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#define SHOW_POINTS_AREA THEME->GetMetricB(m_sName,"ShowPointsArea")
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@@ -1319,43 +1316,8 @@ void ScreenEvaluation::HandleScreenMessage( const ScreenMessage SM )
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}
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else if( SM == SM_GoToNextScreen )
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{
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if( GAMESTATE->IsEventMode() )
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{
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SCREENMAN->SetNewScreen( NEXT_SCREEN );
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}
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else
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{
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/* Go to FAILED_SCREEN if we failed a non-extra stage. */
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bool bReallyFailed = m_bFailed && !(GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2());
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// If failed and not in event mode, go to the game over screen.
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if( bReallyFailed )
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{
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SCREENMAN->SetNewScreen( FAILED_SCREEN );
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return;
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}
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/* We passed. If we have another stage to play, go to NEXT_SCREEN. */
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switch( m_Type )
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{
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case stage:
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if( m_bTryExtraStage || !(GAMESTATE->IsFinalStage() || GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() ) )
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{
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SCREENMAN->SetNewScreen( NEXT_SCREEN );
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break;
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}
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case summary:
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case course:
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SCREENMAN->SetNewScreen( END_SCREEN );
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break;
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}
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}
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if( m_sndPassFail.IsPlaying() )
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m_sndPassFail.Stop();
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return;
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}
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else if( SM == SM_PlayCheer )
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{
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