Let [CustomDifficulty] work for all StepTypes.
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@@ -8,6 +8,11 @@ ________________________________________________________________________________
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StepMania 5.0 ????????? | 20110???
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StepMania 5.0 ????????? | 20110???
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--------------------------------------------------------------------------------
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2011/07/13
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* [Difficulty] Allow ALL StepsTypes to use CustomDifficulty properly.
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There was some unfair targeting of Couple and Routine. [Wolfman2000]
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2011/07/12
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2011/07/12
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----------
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----------
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* [OptionRowHandler] Add a new metric to ScreenOptionsMaster:
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* [OptionRowHandler] Add a new metric to ScreenOptionsMaster:
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@@ -69,17 +69,10 @@ RString GetCustomDifficulty( StepsType st, Difficulty dc, CourseType ct )
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const StepsTypeInfo &sti = GAMEMAN->GetStepsTypeInfo( st );
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const StepsTypeInfo &sti = GAMEMAN->GetStepsTypeInfo( st );
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switch( sti.m_StepsTypeCategory )
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{
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DEFAULT_FAIL(sti.m_StepsTypeCategory);
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case StepsTypeCategory_Single:
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case StepsTypeCategory_Double:
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if( dc == Difficulty_Edit )
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if( dc == Difficulty_Edit )
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{
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{
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return "Edit";
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return "Edit";
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}
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}
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else
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{
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// OPTIMIZATION OPPORTUNITY: cache these metrics and cache the splitting
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// OPTIMIZATION OPPORTUNITY: cache these metrics and cache the splitting
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vector<RString> vsNames;
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vector<RString> vsNames;
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split( NAMES, ",", vsNames );
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split( NAMES, ",", vsNames );
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@@ -104,12 +97,6 @@ RString GetCustomDifficulty( StepsType st, Difficulty dc, CourseType ct )
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if( dc == Difficulty_Invalid )
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if( dc == Difficulty_Invalid )
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return RString();
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return RString();
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return DifficultyToString( dc );
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return DifficultyToString( dc );
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}
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case StepsTypeCategory_Couple:
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return "Couple";
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case StepsTypeCategory_Routine:
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return "Routine";
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}
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}
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}
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LuaFunction( GetCustomDifficulty, GetCustomDifficulty(Enum::Check<StepsType>(L,1), Enum::Check<Difficulty>(L, 2), Enum::Check<CourseType>(L, 3, true)) );
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LuaFunction( GetCustomDifficulty, GetCustomDifficulty(Enum::Check<StepsType>(L,1), Enum::Check<Difficulty>(L, 2), Enum::Check<CourseType>(L, 3, true)) );
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