fix crash
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@@ -1029,6 +1029,7 @@ void ScreenGameplay::LoadNextSong()
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m_MarqueeLightsNoteData.Init();
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m_BassLightsNoteData.Init();
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StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
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ASSERT( GAMESTATE->m_pCurSong );
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Steps* pStepsEasy = GAMESTATE->m_pCurSong->GetStepsByDifficulty( st, DIFFICULTY_EASY, false );
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Steps* pStepsMedium = GAMESTATE->m_pCurSong->GetStepsByDifficulty( st, DIFFICULTY_MEDIUM, false );
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if( pStepsEasy ) pStepsEasy->GetNoteData( &m_BassLightsNoteData );
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@@ -1416,9 +1417,13 @@ void ScreenGameplay::Update( float fDeltaTime )
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m_meterSongPosition.SetPercent( fPercentPositionSong );
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//NSMAN Update Life in NSMAN.
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for (int i=0;i<NUM_PLAYERS;i++)
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NSMAN->m_playerLife[i] = int(m_pLifeMeter[i]->GetLife()*10000);
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{
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FOREACH_EnabledPlayer( pn )
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{
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ASSERT( m_pLifeMeter[pn] );
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NSMAN->m_playerLife[pn] = int(m_pLifeMeter[pn]->GetLife()*10000);
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}
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}
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}
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/* Set g_CurStageStats.bFailed for failed players. In, FAIL_ARCADE, send
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