simplify
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@@ -277,16 +277,18 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName ) : Screen(sClassName)
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{
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case stage:
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case course:
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m_bgOverlay.LoadFromAniDir( THEME->GetPathB(m_sName, "overlay") );
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m_bgOverlay.SetZ( -1 ); /* draw on top of everything except transitions */
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this->AddChild( &m_bgOverlay );
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if( m_bFailed )
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{
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m_bgFailedBack.LoadFromAniDir( THEME->GetPathB(m_sName, "failed background") );
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m_bgFailedOverlay.LoadFromAniDir( THEME->GetPathB(m_sName, "failed overlay") );
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m_sndPassFail.Load( THEME->GetPathS(m_sName, "failed") );
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}
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else
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{
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// the theme can use the regular background for passed background
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m_bgPassedOverlay.LoadFromAniDir( THEME->GetPathB(m_sName, "passed overlay") );
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m_sndPassFail.Load( THEME->GetPathS(m_sName, "passed") );
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}
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m_sndPassFail.Play();
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@@ -1220,7 +1222,6 @@ void ScreenEvaluation::Update( float fDeltaTime )
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m_bPassFailTriggered = true;
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}
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m_bgFailedBack.Update( fDeltaTime );
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m_bgFailedOverlay.Update( fDeltaTime );
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}
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else if (m_Type==stage||m_Type==course) // STAGE/NONSTOP eval AND passed
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{
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@@ -1229,9 +1230,6 @@ void ScreenEvaluation::Update( float fDeltaTime )
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if(!m_sndPassFail.IsPlaying()) m_sndPassFail.Play();
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m_bPassFailTriggered = true;
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}
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m_bgPassedOverlay.Update( fDeltaTime );
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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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@@ -1289,12 +1287,6 @@ void ScreenEvaluation::DrawPrimitives()
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// m_bgSpecialBack.Draw();
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Screen::DrawPrimitives();
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// draw the pass / failed overlays here respectively
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if(m_bFailed && (m_Type==stage||m_Type==course))
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m_bgFailedOverlay.Draw();
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else if (m_Type==stage||m_Type==course)
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m_bgPassedOverlay.Draw();
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m_Menu.DrawTopLayer();
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}
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