moved format hacks from GameManager to NotesLoaderSM
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@@ -3023,17 +3023,6 @@ StepsType GameManager::StringToStepsType( RString sStepsType )
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{
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{
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sStepsType.MakeLower();
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sStepsType.MakeLower();
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// TODO: Format specific hacks should be moved into the file loader for that format.
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// If i'm assuming this correctly, these two only apply to .sm files: -aj
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// HACK: We eliminated "ez2-single-hard", but we should still handle it.
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if( sStepsType == "ez2-single-hard" )
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sStepsType = "ez2-single";
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// HACK: "para-single" used to be called just "para"
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if( sStepsType == "para" )
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sStepsType = "para-single";
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for( int i=0; i<NUM_StepsType; i++ )
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for( int i=0; i<NUM_StepsType; i++ )
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if( g_StepsTypeInfos[i].szName == sStepsType )
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if( g_StepsTypeInfos[i].szName == sStepsType )
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return StepsType(i);
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return StepsType(i);
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@@ -75,7 +75,15 @@ void SMLoader::LoadFromTokens(
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// LOG->Trace( "Steps::LoadFromTokens()" );
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// LOG->Trace( "Steps::LoadFromTokens()" );
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// insert stepstype hacks from GameManager.cpp here? -aj
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// backwards compatibility hacks:
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// HACK: We eliminated "ez2-single-hard", but we should still handle it.
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if( sStepsType == "ez2-single-hard" )
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sStepsType = "ez2-single";
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// HACK: "para-single" used to be called just "para"
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if( sStepsType == "para" )
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sStepsType = "para-single";
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out.m_StepsType = GAMEMAN->StringToStepsType( sStepsType );
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out.m_StepsType = GAMEMAN->StringToStepsType( sStepsType );
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out.SetDescription( sDescription );
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out.SetDescription( sDescription );
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out.SetCredit( sDescription ); // this is often used for both.
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out.SetCredit( sDescription ); // this is often used for both.
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