simplify
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@@ -707,6 +707,15 @@ void ScreenGameplay::Init()
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pi->m_pDifficultyMeter->Load( m_sName + ssprintf(" DifficultyMeter%s",pi->GetName().c_str()) );
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pi->m_pDifficultyMeter->Load( m_sName + ssprintf(" DifficultyMeter%s",pi->GetName().c_str()) );
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/* Position it in LoadNextSong. */
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/* Position it in LoadNextSong. */
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this->AddChild( pi->m_pDifficultyMeter );
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this->AddChild( pi->m_pDifficultyMeter );
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// switch( GAMESTATE->m_PlayMode )
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// {
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// case PLAY_MODE_BATTLE:
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// pi->m_pInventory = new Inventory;
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// pi->m_pInventory->Load( p );
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// this->AddChild( pi->m_pInventory );
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// break;
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// }
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}
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}
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@@ -720,18 +729,6 @@ void ScreenGameplay::Init()
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this->AddChild( &m_BPMDisplay );
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this->AddChild( &m_BPMDisplay );
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m_fLastBPS = 0;
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m_fLastBPS = 0;
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FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi )
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{
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// switch( GAMESTATE->m_PlayMode )
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// {
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// case PLAY_MODE_BATTLE:
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// pi->m_pInventory = new Inventory;
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// pi->m_pInventory->Load( p );
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// this->AddChild( pi->m_pInventory );
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// break;
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// }
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}
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if( !GAMESTATE->m_bDemonstrationOrJukebox ) // only load if we're going to use it
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if( !GAMESTATE->m_bDemonstrationOrJukebox ) // only load if we're going to use it
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{
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{
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m_Ready.Load( THEME->GetPathB(m_sName,"ready") );
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m_Ready.Load( THEME->GetPathB(m_sName,"ready") );
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