Oops. Fix my broken ScreenEval logic and other things.
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@@ -806,15 +806,18 @@ void ScreenEvaluation::MenuStart( PlayerNumber pn )
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}
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else // not event mode
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{
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if( m_bTryExtraStage )
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m_Menu.TweenOffScreenToMenu( SM_GoToSelectMusic );
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else if( m_ResultMode == RM_ARCADE_STAGE )
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switch( m_ResultMode )
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{
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if( GAMESTATE->IsFinalStage() )
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case RM_ARCADE_STAGE:
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if( m_bTryExtraStage )
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{
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m_Menu.TweenOffScreenToMenu( SM_GoToSelectMusic );
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}
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else if( GAMESTATE->IsFinalStage() || GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
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{
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/* Tween the screen out, but leave the MenuElements where they are.
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* Play the "swoosh" sound manually (would normally be played by the ME
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* tween out). */
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* Play the "swoosh" sound manually (would normally be played by the ME
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* tween out). */
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SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","menu swoosh") );
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TweenOffScreen();
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SCREENMAN->SendMessageToTopScreen( SM_GoToFinalEvaluation, MENU_ELEMENTS_TWEEN_TIME );
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@@ -823,9 +826,14 @@ void ScreenEvaluation::MenuStart( PlayerNumber pn )
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{
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m_Menu.TweenOffScreenToMenu( SM_GoToSelectMusic );
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}
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}
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else
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break;
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case RM_ARCADE_SUMMARY:
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m_Menu.TweenOffScreenToBlack( SM_GoToGameFinished, false );
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break;
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case RM_COURSE:
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m_Menu.TweenOffScreenToBlack( SM_GoToGameFinished, false );
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break;
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}
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}
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switch( m_ResultMode )
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