minor fixes
cleanup
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@@ -47,18 +47,21 @@ GameState* GAMESTATE = NULL; // global and accessable from anywhere in our progr
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GameState::GameState()
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GameState::GameState()
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{
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{
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m_pPosition = NULL;
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m_pUnlockingSys = new UnlockSystem;
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m_CurGame = GAME_DANCE;
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m_CurGame = GAME_DANCE;
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m_iCoins = 0;
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m_iCoins = 0;
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/* Don't reset yet; let the first screen do it, so we can
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m_timeGameStarted = 0;
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* use PREFSMAN. */
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// Reset();
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m_pPosition = NULL;
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m_bIsOnSystemMenu = false;
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m_bIsOnSystemMenu = false;
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m_pUnlockingSys = new UnlockSystem;
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ReloadCharacters();
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ReloadCharacters();
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m_iNumTimesThroughAttract = -1; // initial screen will bump this up to 0
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m_iNumTimesThroughAttract = -1; // initial screen will bump this up to 0
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/* Don't reset yet; let the first screen do it, so we can
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* use PREFSMAN and THEME. */
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// Reset();
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}
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}
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GameState::~GameState()
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GameState::~GameState()
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@@ -141,8 +144,8 @@ void GameState::Reset()
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m_pCurCharacters[p] = GetRandomCharacter();
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m_pCurCharacters[p] = GetRandomCharacter();
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else
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else
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m_pCurCharacters[p] = GetDefaultCharacter();
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m_pCurCharacters[p] = GetDefaultCharacter();
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ASSERT( m_pCurCharacters[p] );
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}
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}
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ASSERT( m_pCurCharacters[p] );
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for( p=0; p<NUM_PLAYERS; p++ )
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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{
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