have gameplay objects access PlayerStageStats though a member pointer and not directly access g_CurStageStats.
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@@ -443,7 +443,17 @@ ScreenEdit::ScreenEdit( CString sName ) : Screen( sName )
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/* XXX: Do we actually have to send real note data here, and to m_NoteFieldRecord?
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* (We load again on play/record.) */
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m_Player.Load( GAMESTATE->m_pPlayerState[PLAYER_1], noteData, NULL, NULL, NULL, NULL, NULL, NULL, NULL );
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m_Player.Load(
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GAMESTATE->m_pPlayerState[PLAYER_1],
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noteData,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL );
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_HUMAN;
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m_Player.SetXY( PLAYER_X, PLAYER_Y );
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@@ -2095,7 +2105,7 @@ void ScreenEdit::HandleAreaMenuChoice( AreaMenuChoice c, int* iAnswers )
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SetupCourseAttacks();
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m_Player.Load( GAMESTATE->m_pPlayerState[PLAYER_1], m_NoteFieldEdit, NULL, NULL, NULL, NULL, NULL, NULL, NULL );
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m_Player.Load( GAMESTATE->m_pPlayerState[PLAYER_1], m_NoteFieldEdit, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL );
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PREFSMAN->m_bAutoPlay?PC_AUTOPLAY:PC_HUMAN;
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m_rectRecordBack.StopTweening();
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