don't re-Init Player for each song
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@@ -600,7 +600,7 @@ void ScreenGameplay::Init()
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m_fLastBPS = 0;
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m_fLastBPS = 0;
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ZERO( m_pInventory );
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ZERO( m_pInventory );
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FOREACH_PlayerNumber(p)
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FOREACH_PlayerNumber(p)
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{
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{
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// switch( GAMESTATE->m_PlayMode )
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// switch( GAMESTATE->m_PlayMode )
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// {
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// {
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@@ -695,6 +695,19 @@ void ScreenGameplay::Init()
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}
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}
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}
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}
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FOREACH_PlayerNumber(pn)
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m_Player[pn].Init(
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PLAYER_TYPE,
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GAMESTATE->m_pPlayerState[pn],
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&STATSMAN->m_CurStageStats.m_player[pn],
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m_pLifeMeter[pn],
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m_pCombinedLifeMeter,
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m_pPrimaryScoreDisplay[pn],
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m_pSecondaryScoreDisplay[pn],
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m_pInventory[pn],
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m_pPrimaryScoreKeeper[pn],
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m_pSecondaryScoreKeeper[pn] );
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/* LoadNextSong first, since that positions some elements which need to be
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/* LoadNextSong first, since that positions some elements which need to be
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* positioned before we TweenOnScreen. */
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* positioned before we TweenOnScreen. */
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@@ -826,17 +839,6 @@ void ScreenGameplay::SetupSong( PlayerNumber p, int iSongIndex )
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{
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{
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NoteData nd = ndTransformed;
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NoteData nd = ndTransformed;
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NoteDataUtil::RemoveAllTapsOfType( nd, TapNote::autoKeysound );
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NoteDataUtil::RemoveAllTapsOfType( nd, TapNote::autoKeysound );
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m_Player[p].Init(
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PLAYER_TYPE,
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GAMESTATE->m_pPlayerState[p],
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&STATSMAN->m_CurStageStats.m_player[p],
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m_pLifeMeter[p],
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m_pCombinedLifeMeter,
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m_pPrimaryScoreDisplay[p],
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m_pSecondaryScoreDisplay[p],
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m_pInventory[p],
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m_pPrimaryScoreKeeper[p],
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m_pSecondaryScoreKeeper[p] );
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m_Player[p].Load( nd );
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m_Player[p].Load( nd );
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}
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}
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@@ -2065,7 +2067,6 @@ void ScreenGameplay::ShowSavePrompt( ScreenMessage SM_SendWhenDone )
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*/
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*/
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void ScreenGameplay::SongFinished()
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void ScreenGameplay::SongFinished()
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{
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{
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LOG->Trace("SongFinished");
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// save any statistics
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// save any statistics
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FOREACH_EnabledPlayer(p)
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FOREACH_EnabledPlayer(p)
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{
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{
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