m_NotesType => m_StepsType
split NoteDataUtil to sep file
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@@ -557,7 +557,7 @@ void SongManager::SaveNoteScoresToFile( CString fn, int c )
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ASSERT(pNotes);
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fprintf(fp, "%d %d\n%s\n",
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pNotes->m_NotesType,
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pNotes->m_StepsType,
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pNotes->GetDifficulty(),
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pNotes->GetDescription().c_str() );
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@@ -661,14 +661,14 @@ RageColor SongManager::GetSongColor( const Song* pSong )
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* set up, which is too restrictive. How to handle this?
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*
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* XXX: Once we support edits, ignore them, too. */
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// const StepsType nt = GAMESTATE->GetCurrentStyleDef()->m_NotesType;
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// const StepsType nt = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
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for( unsigned i=0; i<pSong->m_apNotes.size(); i++ )
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{
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const Steps* pNotes = pSong->m_apNotes[i];
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if( pNotes->GetDifficulty() == DIFFICULTY_CHALLENGE )
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continue;
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// if(pNotes->m_NotesType != nt)
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// if(pNotes->m_StepsType != nt)
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// continue;
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if( pNotes->GetMeter() >= 10 && PREFSMAN->m_bTenFooterInRed )
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@@ -925,7 +925,7 @@ bool SongManager::GetExtraStageInfoFromCourse( bool bExtra2, CString sPreferredG
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if( course.GetEstimatedNumStages() <= 0 ) return false;
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vector<Course::Info> ci;
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course.GetCourseInfo( GAMESTATE->GetCurrentStyleDef()->m_NotesType, ci );
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course.GetCourseInfo( GAMESTATE->GetCurrentStyleDef()->m_StepsType, ci );
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if( ci.empty() )
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return false;
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@@ -990,7 +990,7 @@ void SongManager::GetExtraStageInfo( bool bExtra2, const StyleDef *sd,
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Song* pSong = apSongs[s];
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vector<Steps*> apNotes;
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pSong->GetNotes( apNotes, sd->m_NotesType );
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pSong->GetNotes( apNotes, sd->m_StepsType );
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for( unsigned n=0; n<apNotes.size(); n++ ) // foreach Steps
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{
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Steps* pNotes = apNotes[n];
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