Fix: Don't let song wheel go flying when you enter options.
Fix: Update high grades on song wheel based on difficulty.
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@@ -28,6 +28,7 @@ AutoScreenMessage( SM_SMOnlinePack )
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AutoScreenMessage( SM_SetWheelSong )
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AutoScreenMessage( SM_SetWheelSong )
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AutoScreenMessage( SM_RefreshWheelLocation )
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AutoScreenMessage( SM_RefreshWheelLocation )
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AutoScreenMessage( SM_SongChanged )
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AutoScreenMessage( SM_SongChanged )
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AutoScreenMessage( SM_UsersUpdate )
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const CString AllGroups = "[ALL MUSIC]";
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const CString AllGroups = "[ALL MUSIC]";
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@@ -157,6 +158,10 @@ void ScreenNetSelectMusic::HandleScreenMessage( const ScreenMessage SM )
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SOUND->StopMusic();
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SOUND->StopMusic();
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SCREENMAN->SetNewScreen( THEME->GetMetric (m_sName, "NextScreen") );
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SCREENMAN->SetNewScreen( THEME->GetMetric (m_sName, "NextScreen") );
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}
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}
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else if( SM == SM_UsersUpdate )
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{
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m_MusicWheel.Move( 0 );
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}
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else if( SM == SM_NoSongs )
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else if( SM == SM_NoSongs )
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{
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{
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SCREENMAN->SetNewScreen( THEME->GetMetric (m_sName, "NoSongsScreen") );
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SCREENMAN->SetNewScreen( THEME->GetMetric (m_sName, "NoSongsScreen") );
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@@ -484,10 +489,15 @@ void ScreenNetSelectMusic::UpdateDifficulties( PlayerNumber pn )
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StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
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StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
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Steps * pSteps = GAMESTATE->m_pCurSong->GetStepsByDifficulty( st, m_DC[pn] );
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GAMESTATE->m_pCurSteps[pn].Set( pSteps );
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if ( ( m_DC[pn] < NUM_DIFFICULTIES ) && ( m_DC[pn] >= DIFFICULTY_BEGINNER ) )
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if ( ( m_DC[pn] < NUM_DIFFICULTIES ) && ( m_DC[pn] >= DIFFICULTY_BEGINNER ) )
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m_DifficultyMeters[pn].SetFromSteps( GAMESTATE->m_pCurSong->GetStepsByDifficulty( st, m_DC[pn] ) );
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m_DifficultyMeters[pn].SetFromSteps( pSteps );
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else
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else
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m_DifficultyMeters[pn].SetFromMeterAndDifficulty( 0, DIFFICULTY_BEGINNER );
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m_DifficultyMeters[pn].SetFromMeterAndDifficulty( 0, DIFFICULTY_BEGINNER );
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m_MusicWheel.NotesOrTrailChanged( pn );
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}
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}
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void ScreenNetSelectMusic::MusicChanged()
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void ScreenNetSelectMusic::MusicChanged()
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