remove extra UnlockSystem from GameState (it didn't belong at the
top, in "main state info", anyway)
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@@ -48,7 +48,6 @@ 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_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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@@ -66,7 +65,6 @@ GameState::GameState()
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GameState::~GameState()
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GameState::~GameState()
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{
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{
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delete m_pUnlockingSys;
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delete m_pPosition;
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delete m_pPosition;
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for( unsigned i=0; i<m_pCharacters.size(); i++ )
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for( unsigned i=0; i<m_pCharacters.size(); i++ )
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delete m_pCharacters[i];
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delete m_pCharacters[i];
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@@ -29,7 +29,6 @@ class GameDef;
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class StyleDef;
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class StyleDef;
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class NoteFieldPositioning;
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class NoteFieldPositioning;
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class Character;
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class Character;
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class UnlockSystem;
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class TimingData;
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class TimingData;
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struct StageStats;
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struct StageStats;
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@@ -48,7 +47,6 @@ public:
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//
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//
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// Main state info
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// Main state info
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//
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//
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UnlockSystem *m_pUnlockingSys;
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Game m_CurGame;
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Game m_CurGame;
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Style m_CurStyle;
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Style m_CurStyle;
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bool m_bSideIsJoined[NUM_PLAYERS]; // left side, right side
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bool m_bSideIsJoined[NUM_PLAYERS]; // left side, right side
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