simplify
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@@ -78,10 +78,8 @@ const ScreenMessage SM_LoadNextSong = ScreenMessage(SM_User+11);
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// received while STATE_OUTRO
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// received while STATE_OUTRO
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const ScreenMessage SM_SaveChangedBeforeGoingBack = ScreenMessage(SM_User+20);
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const ScreenMessage SM_SaveChangedBeforeGoingBack = ScreenMessage(SM_User+20);
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const ScreenMessage SM_GoToScreenAfterBack = ScreenMessage(SM_User+21);
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const ScreenMessage SM_GoToScreenAfterBack = ScreenMessage(SM_User+21);
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const ScreenMessage SM_GoToStateAfterCleared= ScreenMessage(SM_User+22);
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const ScreenMessage SM_BeginFailed = ScreenMessage(SM_User+30);
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const ScreenMessage SM_BeginFailed = ScreenMessage(SM_User+30);
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const ScreenMessage SM_GoToScreenAfterFail = ScreenMessage(SM_User+31);
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// received while STATE_INTRO
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// received while STATE_INTRO
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const ScreenMessage SM_StartHereWeGo = ScreenMessage(SM_User+40);
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const ScreenMessage SM_StartHereWeGo = ScreenMessage(SM_User+40);
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@@ -2199,7 +2197,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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if( GAMESTATE->HasEarnedExtraStage() )
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if( GAMESTATE->HasEarnedExtraStage() )
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{
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{
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TweenOffScreen();
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TweenOffScreen();
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m_Extra.StartTransitioning( SM_GoToStateAfterCleared );
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m_Extra.StartTransitioning( SM_GoToNextScreen );
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SOUND->PlayOnceFromAnnouncer( "gameplay extra" );
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SOUND->PlayOnceFromAnnouncer( "gameplay extra" );
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}
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}
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else
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else
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@@ -2215,16 +2213,16 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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switch( winner )
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switch( winner )
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{
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{
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case PLAYER_INVALID:
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case PLAYER_INVALID:
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m_Draw.StartTransitioning( SM_GoToStateAfterCleared );
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m_Draw.StartTransitioning( SM_GoToNextScreen );
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break;
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break;
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default:
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default:
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m_Win[winner].StartTransitioning( SM_GoToStateAfterCleared );
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m_Win[winner].StartTransitioning( SM_GoToNextScreen );
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break;
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break;
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}
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}
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}
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}
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break;
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break;
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default:
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default:
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m_Cleared.StartTransitioning( SM_GoToStateAfterCleared );
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m_Cleared.StartTransitioning( SM_GoToNextScreen );
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break;
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break;
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}
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}
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@@ -2334,12 +2332,11 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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SCREENMAN->SetNewScreen( PREV_SCREEN );
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SCREENMAN->SetNewScreen( PREV_SCREEN );
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break;
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break;
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case SM_GoToStateAfterCleared:
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case SM_GoToNextScreen:
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case SM_GoToScreenAfterFail:
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if( m_bChangedOffsetOrBPM )
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if( m_bChangedOffsetOrBPM )
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{
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{
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m_bChangedOffsetOrBPM = false;
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m_bChangedOffsetOrBPM = false;
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ShowSavePrompt( SM );
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ShowSavePrompt( SM_GoToNextScreen );
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break;
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break;
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}
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}
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@@ -2359,7 +2356,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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m_pSoundMusic->StopPlaying();
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m_pSoundMusic->StopPlaying();
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m_soundAssistTick.StopPlaying(); /* Stop any queued assist ticks. */
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m_soundAssistTick.StopPlaying(); /* Stop any queued assist ticks. */
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TweenOffScreen();
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TweenOffScreen();
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m_Failed.StartTransitioning( SM_GoToScreenAfterFail );
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m_Failed.StartTransitioning( SM_GoToNextScreen );
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// show the survive time if extra stage
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// show the survive time if extra stage
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if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
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if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
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