cleanup
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@@ -273,17 +273,13 @@ void ScreenEvaluation::Init()
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//
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// load pass/fail sound
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//
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// if(m_Type==stage)
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// {
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int snd=0;
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for(snd=0;snd<NUM_SEQUENCE_SOUNDS;snd++) // grab in any sound sequence the user may want to throw onto this screen
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{
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EvalSoundSequence temp;
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temp.fTime = SOUNDSEQ_TIME(snd);
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temp.sSound.Load( THEME->GetPathToS(SOUNDSEQ_NAME(snd)) );
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m_SoundSequences.push_back(temp);
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}
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// }
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for( int snd=0; snd < NUM_SEQUENCE_SOUNDS; ++snd ) // grab in any sound sequence the user may want to throw onto this screen
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{
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EvalSoundSequence temp;
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temp.fTime = SOUNDSEQ_TIME(snd);
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temp.sSound.Load( THEME->GetPathToS(SOUNDSEQ_NAME(snd)) );
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m_SoundSequences.push_back(temp);
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}
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m_bPassFailTriggered = false; // the sound hasn't been triggered yet
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if( m_bFailed )
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@@ -67,7 +67,7 @@ ScreenSelectMode::ScreenSelectMode( CString sClassName ) : ScreenSelect( sClassN
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/* if(USE_MODE_SPECIFIC_BGS == 1)
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{
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BGAnimation templayer;
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templayer.LoadFromAniDir( THEME->GetPathToB(ssprintf("ScreenSelectMode background %s", mc.name )) );
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templayer.LoadFromAniDir( THEME->GetPathB("ScreenSelectMode", ssprintf("background %s", mc.name )) );
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// templayer.SetDiffuse(RageColor(0,0,0,0));
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m_Backgrounds.push_back(&templayer);
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this->AddChild( &m_Backgrounds[i] );
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