have gameplay objects access PlayerStageStats though a member pointer and not directly access g_CurStageStats.
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@@ -151,7 +151,17 @@ ScreenHowToPlay::ScreenHowToPlay( CString sName ) : ScreenAttract( sName )
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_AUTOPLAY;
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m_pPlayer = new Player;
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m_pPlayer->Load( GAMESTATE->m_pPlayerState[PLAYER_1], m_NoteData, m_pLifeMeterBar, NULL, NULL, NULL, NULL, NULL, NULL );
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m_pPlayer->Load(
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GAMESTATE->m_pPlayerState[PLAYER_1],
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m_NoteData,
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NULL,
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m_pLifeMeterBar,
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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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m_pPlayer->SetName( "Player" );
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this->AddChild( m_pPlayer );
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SET_XY_AND_ON_COMMAND( m_pPlayer );
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