GameState::GetEasiestNotesDifficulty and lua binding
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@@ -1204,12 +1204,7 @@ void GameState::AdjustFailType()
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return;
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/* Find the easiest difficulty notes selected by either player. */
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Difficulty dc = DIFFICULTY_INVALID;
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FOREACH_HumanPlayer( p )
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{
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ASSERT( this->m_pCurNotes[p] );
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dc = min(dc, this->m_pCurNotes[p]->GetDifficulty());
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}
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const Difficulty dc = GetEasiestNotesDifficulty();
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/* Reset the fail type to the default. */
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SongOptions so;
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@@ -1643,6 +1638,21 @@ bool GameState::ChangeCourseDifficulty( PlayerNumber pn, int dir )
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return true;
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}
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Difficulty GameState::GetEasiestNotesDifficulty() const
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{
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Difficulty dc = DIFFICULTY_INVALID;
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FOREACH_HumanPlayer( p )
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{
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if( this->m_pCurNotes[p] == NULL )
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{
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LOG->Warn( "GetEasiestNotesDifficulty called but p%i hasn't chosen notes", p+1 );
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continue;
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}
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dc = min( dc, this->m_pCurNotes[p]->GetDifficulty() );
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}
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return dc;
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}
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bool PlayerIsUsingModifier( PlayerNumber pn, const CString sModifier )
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{
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PlayerOptions po = GAMESTATE->m_PlayerOptions[pn];
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@@ -1670,6 +1680,7 @@ LuaFunction_NoArgs( PlayModeName, PlayModeToString(GAMESTATE->m_PlayMode) )
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LuaFunction_NoArgs( CurStyleName, CString( GAMESTATE->m_CurStyle == STYLE_INVALID? "none": GAMESTATE->GetCurrentStyleDef()->m_szName ) )
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LuaFunction_NoArgs( GetNumPlayersEnabled, GAMESTATE->GetNumPlayersEnabled() )
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LuaFunction_NoArgs( PlayerUsingBothSides, GAMESTATE->PlayerUsingBothSides() )
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LuaFunction_NoArgs( GetEasiestNotesDifficulty, GAMESTATE->GetEasiestNotesDifficulty() )
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/* Return an integer into SONGMAN->m_pSongs. This lets us do input checking, which we
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* can't easily do if we return pointers. */
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@@ -65,6 +65,7 @@ public:
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bool ChangeDifficulty( PlayerNumber pn, Difficulty dc );
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bool ChangeDifficulty( PlayerNumber pn, int dir );
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bool ChangeCourseDifficulty( PlayerNumber pn, int dir );
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Difficulty GetEasiestNotesDifficulty() const;
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RageTimer m_timeGameStarted; // from the moment the first player pressed Start
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/* This is set to a random number per-game/round; it can be used for a random seed. */
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