consolidate battle modes
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@@ -198,8 +198,7 @@ ScreenNameEntry::ScreenNameEntry() : Screen("ScreenNameEntry")
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE:
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case PLAY_MODE_HUMAN_BATTLE:
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case PLAY_MODE_CPU_BATTLE:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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{
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StageStats SS;
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@@ -409,21 +408,13 @@ void ScreenNameEntry::MenuStart( PlayerNumber pn )
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if( m_sSelectedName[pn] == "" )
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m_sSelectedName[pn] = DEFAULT_RANKING_NAME;
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switch( GAMESTATE->m_PlayMode )
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if( GAMESTATE->IsCourseMode() )
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{
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case PLAY_MODE_ARCADE:
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case PLAY_MODE_HUMAN_BATTLE:
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case PLAY_MODE_CPU_BATTLE:
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case PLAY_MODE_RAVE:
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SONGMAN->m_MachineScores[GAMESTATE->m_RankingNotesType][GAMESTATE->m_RankingCategory[pn]][GAMESTATE->m_iRankingIndex[pn]].sName = m_sSelectedName[pn];
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break;
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case PLAY_MODE_NONSTOP:
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case PLAY_MODE_ONI:
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case PLAY_MODE_ENDLESS:
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GAMESTATE->m_pRankingCourse->m_RankingScores[GAMESTATE->m_RankingNotesType][GAMESTATE->m_iRankingIndex[pn]].sName = m_sSelectedName[pn];
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break;
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default:
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ASSERT(0);
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}
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else
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{
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SONGMAN->m_MachineScores[GAMESTATE->m_RankingNotesType][GAMESTATE->m_RankingCategory[pn]][GAMESTATE->m_iRankingIndex[pn]].sName = m_sSelectedName[pn];
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}
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bool bAnyStillEntering = false;
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