specify StyleTypes to use in ScreenDemonstration
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@@ -1014,7 +1014,7 @@ Style g_Styles[] =
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&g_Games[GAME_DANCE], // m_Game
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true, // m_bUsedForGameplay
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true, // m_bUsedForEdit
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false, // m_bUsedForDemonstration
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true, // m_bUsedForDemonstration
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true, // m_bUsedForHowToPlay
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"single", // m_szName
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STEPS_TYPE_DANCE_SINGLE, // m_StepsType
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@@ -1082,7 +1082,7 @@ Style g_Styles[] =
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&g_Games[GAME_DANCE], // m_Game
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true, // m_bUsedForGameplay
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true, // m_bUsedForEdit
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false, // m_bUsedForDemonstration
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true, // m_bUsedForDemonstration
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false, // m_bUsedForHowToPlay
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"double", // m_szName
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STEPS_TYPE_DANCE_DOUBLE, // m_StepsType
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@@ -2613,17 +2613,18 @@ void GameManager::GetStepsTypesForGame( const Game *pGame, vector<StepsType>& aS
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}
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}
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const Style* GameManager::GetDemonstrationStyleForGame( const Game *pGame ) const
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void GameManager::GetDemonstrationStylesForGame( const Game *pGame, vector<const Style*> &vpStylesOut ) const
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{
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vpStylesOut.clear();
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for( unsigned s=0; s<NUM_STYLES; s++ )
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{
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const Style* style = &g_Styles[s];
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if( style->m_pGame == pGame && style->m_bUsedForDemonstration )
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return style;
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vpStylesOut.push_back( style );
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}
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ASSERT(0); // this Game is missing a Style that can be used with the demonstration
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return NULL;
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ASSERT( vpStylesOut.size()>0 ); // this Game is missing a Style that can be used with the demonstration
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}
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const Style* GameManager::GetHowToPlayStyleForGame( const Game *pGame ) const
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