remove m_StageType
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@@ -412,14 +412,6 @@ void ScreenGameplay::Init()
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FOREACH_EnabledPlayerInfoNotDummy( m_vPlayerInfo, pi )
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FOREACH_EnabledPlayerInfoNotDummy( m_vPlayerInfo, pi )
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pi->GetPlayerStageStats()->UpdateComboList( 0, true );
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pi->GetPlayerStageStats()->UpdateComboList( 0, true );
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if( GAMESTATE->IsExtraStage() )
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STATSMAN->m_CurStageStats.m_StageType = StageStats::STAGE_EXTRA;
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else if( GAMESTATE->IsExtraStage2() )
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STATSMAN->m_CurStageStats.m_StageType = StageStats::STAGE_EXTRA2;
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else
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STATSMAN->m_CurStageStats.m_StageType = StageStats::STAGE_NORMAL;
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m_DancingState = STATE_INTRO;
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m_DancingState = STATE_INTRO;
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// Set this in LoadNextSong()
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// Set this in LoadNextSong()
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@@ -23,7 +23,6 @@ StageStats::StageStats()
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m_pStyle = NULL;
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m_pStyle = NULL;
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m_vpPlayedSongs.clear();
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m_vpPlayedSongs.clear();
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m_vpPossibleSongs.clear();
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m_vpPossibleSongs.clear();
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m_StageType = StageType_Invalid;
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m_bGaveUp = false;
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m_bGaveUp = false;
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m_bUsedAutoplay = false;
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m_bUsedAutoplay = false;
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m_fGameplaySeconds = 0;
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m_fGameplaySeconds = 0;
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@@ -92,7 +91,6 @@ void StageStats::AddStats( const StageStats& other )
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FOREACH_CONST( Song*, other.m_vpPossibleSongs, s )
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FOREACH_CONST( Song*, other.m_vpPossibleSongs, s )
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m_vpPossibleSongs.push_back( *s );
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m_vpPossibleSongs.push_back( *s );
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m_Stage = Stage_Invalid; // meaningless
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m_Stage = Stage_Invalid; // meaningless
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m_StageType = StageType_Invalid; // meaningless
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m_bGaveUp |= other.m_bGaveUp;
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m_bGaveUp |= other.m_bGaveUp;
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m_bUsedAutoplay |= other.m_bUsedAutoplay;
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m_bUsedAutoplay |= other.m_bUsedAutoplay;
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@@ -31,7 +31,6 @@ public:
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const Style* m_pStyle;
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const Style* m_pStyle;
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vector<Song*> m_vpPlayedSongs;
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vector<Song*> m_vpPlayedSongs;
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vector<Song*> m_vpPossibleSongs;
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vector<Song*> m_vpPossibleSongs;
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enum { STAGE_NORMAL, STAGE_EXTRA, STAGE_EXTRA2, StageType_Invalid } m_StageType;
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bool m_bGaveUp; // exited gameplay by giving up
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bool m_bGaveUp; // exited gameplay by giving up
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bool m_bUsedAutoplay; // used autoplay at any point during gameplay
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bool m_bUsedAutoplay; // used autoplay at any point during gameplay
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