Don't change player one's course difficulty preferenes. Play a sound when the difficulty changes.
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@@ -20,7 +20,7 @@ static void RefreshTrail()
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if( pCourse == NULL )
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return;
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GAMESTATE->m_pCurCourse.Set( pCourse );
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Trail *pTrail = pCourse->GetTrail( GAMESTATE->m_stEdit, GAMESTATE->m_PreferredCourseDifficulty[PLAYER_1] );
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Trail *pTrail = pCourse->GetTrail( GAMESTATE->m_stEdit, GAMESTATE->m_cdEdit );
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GAMESTATE->m_pCurTrail[PLAYER_1].Set( pTrail );
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}
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@@ -43,7 +43,7 @@ static void SetNextCombination()
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}
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}
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StepsTypeAndDifficulty curVal( GAMESTATE->m_stEdit, GAMESTATE->m_PreferredCourseDifficulty[PLAYER_1] );
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StepsTypeAndDifficulty curVal( GAMESTATE->m_stEdit, GAMESTATE->m_cdEdit );
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vector<StepsTypeAndDifficulty>::const_iterator iter = find( v.begin(), v.end(), curVal );
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if( iter == v.end() || ++iter == v.end() )
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iter = v.begin();
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@@ -51,19 +51,23 @@ static void SetNextCombination()
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curVal = *iter;
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GAMESTATE->m_stEdit.Set( curVal.st );
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GAMESTATE->m_PreferredCourseDifficulty[PLAYER_1].Set( curVal.cd );
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GAMESTATE->m_cdEdit.Set( curVal.cd );
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RefreshTrail();
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}
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void ScreenOptionsEditCourseSubMenu::Init()
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{
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m_soundDifficultyChanged.Load( THEME->GetPathS("ScreenEditCourseSubmenu", "difficulty changed") );
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ScreenOptions::Init();
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}
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void ScreenOptionsEditCourseSubMenu::MenuSelect( const InputEventPlus &input )
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{
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if( input.type == IET_FIRST_PRESS )
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{
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SetNextCombination();
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SCREENMAN->PlayInvalidSound();
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m_soundDifficultyChanged.Play();
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return;
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}
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@@ -107,7 +111,7 @@ static bool ValidateEditCourseName( const RString &sAnswer, RString &sErrorOut )
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FOREACH_CONST( Course*, v, c )
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{
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if( GAMESTATE->m_pCurCourse.Get() == *c )
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continue; // don't comepare name against ourself
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continue; // don't compare name against ourself
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if( (*c)->GetDisplayFullTitle() == sAnswer )
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{
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@@ -124,7 +128,7 @@ REGISTER_SCREEN_CLASS( ScreenOptionsManageCourses );
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void ScreenOptionsManageCourses::Init()
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{
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ScreenOptions::Init();
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ScreenOptionsEditCourseSubMenu::Init();
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EDIT_MODE.Load( m_sName,"EditMode" );
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}
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@@ -132,7 +136,7 @@ void ScreenOptionsManageCourses::Init()
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void ScreenOptionsManageCourses::BeginScreen()
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{
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if( GAMESTATE->m_stEdit == STEPS_TYPE_INVALID ||
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GAMESTATE->m_PreferredCourseDifficulty[PLAYER_1] == DIFFICULTY_INVALID )
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GAMESTATE->m_cdEdit == DIFFICULTY_INVALID )
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{
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SetNextCombination();
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}
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