remove some use of pn
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@@ -360,7 +360,7 @@ void Player::Load( const NoteData& noteData )
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// m_pScore->Init( pn );
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/* Apply transforms. */
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NoteDataUtil::TransformNoteData( m_NoteData, GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions, GAMESTATE->GetCurrentStyle()->m_StepsType );
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NoteDataUtil::TransformNoteData( m_NoteData, m_pPlayerState->m_PlayerOptions, GAMESTATE->GetCurrentStyle()->m_StepsType );
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switch( GAMESTATE->m_PlayMode )
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{
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@@ -368,7 +368,7 @@ void Player::Load( const NoteData& noteData )
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case PLAY_MODE_BATTLE:
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{
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// ugly, ugly, ugly. Works only w/ dance.
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NoteDataUtil::TransformNoteData( m_NoteData, GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions, GAMESTATE->GetCurrentStyle()->m_StepsType );
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NoteDataUtil::TransformNoteData( m_NoteData, m_pPlayerState->m_PlayerOptions, GAMESTATE->GetCurrentStyle()->m_StepsType );
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// shuffle either p1 or p2
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static int count = 0;
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@@ -402,7 +402,7 @@ void Player::Load( const NoteData& noteData )
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m_pNoteField->Load( &m_NoteData, iStartDrawingAtPixels, iStopDrawingAtPixels );
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}
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const bool bReverse = GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.GetReversePercentForColumn(0) == 1;
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const bool bReverse = m_pPlayerState->m_PlayerOptions.GetReversePercentForColumn(0) == 1;
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bool bPlayerUsingBothSides = GAMESTATE->GetCurrentStyle()->m_StyleType==ONE_PLAYER_TWO_SIDES;
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if( m_pCombo )
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{
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