simplify: no need to bind this to a screen type anymore
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@@ -1338,7 +1338,7 @@ void ScreenEvaluation::Update( float fDeltaTime )
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Screen::Update( fDeltaTime );
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m_bgCondBga.Update(fDeltaTime);
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if( !m_bPassFailTriggered && (m_Type==stage || m_Type==course) )
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if( !m_bPassFailTriggered )
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{
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float fTime = m_bFailed? FAILED_SOUND_TIME:PASSED_SOUND_TIME;
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if( m_timerSoundSequences.Ago() > fTime )
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@@ -1349,20 +1349,17 @@ void ScreenEvaluation::Update( float fDeltaTime )
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}
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}
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// if(m_Type == stage) // stage eval ... pass / fail / whatever
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// {
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for( unsigned snd=0; snd<m_SoundSequences.size(); snd++ )
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for( unsigned snd=0; snd<m_SoundSequences.size(); snd++ )
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{
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if(m_SoundSequences[snd].fTime != -1) // already played? skip...
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{
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if(m_SoundSequences[snd].fTime != -1) // already played? skip...
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if(m_timerSoundSequences.Ago() > m_SoundSequences[snd].fTime )
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{
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if(m_timerSoundSequences.Ago() > m_SoundSequences[snd].fTime )
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{
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m_SoundSequences[snd].fTime = -1; // -1 indicates already started playing
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m_SoundSequences[snd].sSound.Play();
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}
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m_SoundSequences[snd].fTime = -1; // -1 indicates already started playing
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m_SoundSequences[snd].sSound.Play();
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}
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}
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// }
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}
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for( int p=0; p<NUM_PLAYERS; p++)
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{
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