fix bogus asserts firing in course mode
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@@ -392,15 +392,6 @@ void ScreenGameplay::Init()
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GAMESTATE->BeginStage();
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GAMESTATE->BeginStage();
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// fill in difficulty of CPU players with that of the first human player
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FOREACH_PotentialCpuPlayer(p)
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GAMESTATE->m_pCurSteps[p].Set( GAMESTATE->m_pCurSteps[ GAMESTATE->GetFirstHumanPlayer() ] );
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FOREACH_EnabledPlayer(p)
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ASSERT( GAMESTATE->m_pCurSteps[p].Get() );
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/* Increment the course play count. */
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/* Increment the course play count. */
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if( GAMESTATE->IsCourseMode() && !GAMESTATE->m_bDemonstrationOrJukebox )
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if( GAMESTATE->IsCourseMode() && !GAMESTATE->m_bDemonstrationOrJukebox )
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FOREACH_EnabledPlayer(p)
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FOREACH_EnabledPlayer(p)
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@@ -596,7 +587,7 @@ void ScreenGameplay::Init()
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{
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{
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ASSERT( pi->m_ptextCourseSongNumber == NULL );
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ASSERT( pi->m_ptextCourseSongNumber == NULL );
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pi->m_ptextCourseSongNumber = new BitmapText;
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pi->m_ptextCourseSongNumber = new BitmapText;
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pi->m_ptextCourseSongNumber->LoadFromFont( THEME->GetPathF(m_sName,"song num") );
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pi->m_ptextCourseSongNumber->LoadFromFont( THEME->GetPathF(m_sName,"SongNum") );
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pi->m_ptextCourseSongNumber->SetShadowLength( 0 );
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pi->m_ptextCourseSongNumber->SetShadowLength( 0 );
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pi->m_ptextCourseSongNumber->SetName( ssprintf("SongNumber%s",pi->GetName().c_str()) );
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pi->m_ptextCourseSongNumber->SetName( ssprintf("SongNumber%s",pi->GetName().c_str()) );
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LOAD_ALL_COMMANDS_AND_SET_XY( pi->m_ptextCourseSongNumber );
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LOAD_ALL_COMMANDS_AND_SET_XY( pi->m_ptextCourseSongNumber );
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@@ -925,7 +916,7 @@ void ScreenGameplay::SetupSong( int iSongIndex )
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pi->GetPlayerState()->m_fLastDrawnBeat = -100;
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pi->GetPlayerState()->m_fLastDrawnBeat = -100;
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Steps *pSteps = pi->m_vpStepsQueue[iSongIndex];
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Steps *pSteps = pi->m_vpStepsQueue[iSongIndex];
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GAMESTATE->m_pCurSteps[ pi->GetStepsAndTrailIndex() ].Set( pSteps );
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GAMESTATE->m_pCurSteps[ pi->GetStepsAndTrailIndex() ].Set( pSteps );
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/* Load new NoteData into Player. Do this before
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/* Load new NoteData into Player. Do this before
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* RebuildPlayerOptionsFromActiveAttacks or else transform mods will get
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* RebuildPlayerOptionsFromActiveAttacks or else transform mods will get
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@@ -1011,6 +1002,13 @@ void ScreenGameplay::SetupSong( int iSongIndex )
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/* Hack: Course modifiers that are set to start immediately shouldn't tween on. */
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/* Hack: Course modifiers that are set to start immediately shouldn't tween on. */
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pi->GetPlayerState()->m_PlayerOptions.SetCurrentToLevel( ModsLevel_Stage );
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pi->GetPlayerState()->m_PlayerOptions.SetCurrentToLevel( ModsLevel_Stage );
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}
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}
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// fill in difficulty of CPU players with that of the first human player
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FOREACH_PotentialCpuPlayer(p)
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GAMESTATE->m_pCurSteps[p].Set( GAMESTATE->m_pCurSteps[ GAMESTATE->GetFirstHumanPlayer() ] );
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FOREACH_EnabledPlayer(p)
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ASSERT( GAMESTATE->m_pCurSteps[p].Get() );
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}
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}
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void ScreenGameplay::ReloadCurrentSong()
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void ScreenGameplay::ReloadCurrentSong()
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