BackwardCompatible -> DwiCompatible for clarity
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@@ -15,6 +15,7 @@ static const char *DifficultyNames[] = {
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"Edit",
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"Edit",
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};
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};
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XToString( Difficulty );
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XToString( Difficulty );
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StringToX( Difficulty );
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LuaXType( Difficulty );
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LuaXType( Difficulty );
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static const char *DifficultyDisplayTypeNames[] = {
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static const char *DifficultyDisplayTypeNames[] = {
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@@ -42,7 +43,7 @@ LuaFunction( DifficultyDisplayTypeToLocalizedString, DifficultyDisplayTypeToLoca
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/* TODO: Format specific hacks should be moved into the file loader for
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/* TODO: Format specific hacks should be moved into the file loader for
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* that format. We don't want to carry these hacks forward to file
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* that format. We don't want to carry these hacks forward to file
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* formats that don't need them. */
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* formats that don't need them. */
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Difficulty BackwardCompatibleStringToDifficulty( const RString& sDC )
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Difficulty DwiCompatibleStringToDifficulty( const RString& sDC )
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{
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{
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RString s2 = sDC;
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RString s2 = sDC;
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s2.MakeLower();
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s2.MakeLower();
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@@ -22,7 +22,7 @@ const RString& DifficultyToString( Difficulty dc );
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Difficulty StringToDifficulty( const RString& sDC );
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Difficulty StringToDifficulty( const RString& sDC );
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LuaDeclareType( Difficulty );
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LuaDeclareType( Difficulty );
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Difficulty BackwardCompatibleStringToDifficulty( const RString& sDC );
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Difficulty DwiCompatibleStringToDifficulty( const RString& sDC );
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typedef Difficulty CourseDifficulty;
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typedef Difficulty CourseDifficulty;
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const int NUM_CourseDifficulty = NUM_Difficulty;
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const int NUM_CourseDifficulty = NUM_Difficulty;
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@@ -173,7 +173,7 @@ static bool LoadFromDWITokens(
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int iNumFeet = atoi(sNumFeet);
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int iNumFeet = atoi(sNumFeet);
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// out.SetDescription(sDescription); // Don't put garbage in the description.
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// out.SetDescription(sDescription); // Don't put garbage in the description.
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out.SetMeter(iNumFeet);
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out.SetMeter(iNumFeet);
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out.SetDifficulty( BackwardCompatibleStringToDifficulty(sDescription) );
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out.SetDifficulty( DwiCompatibleStringToDifficulty(sDescription) );
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NoteData newNoteData;
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NoteData newNoteData;
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newNoteData.SetNumTracks( g_mapDanceNoteToNoteDataColumn.size() );
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newNoteData.SetNumTracks( g_mapDanceNoteToNoteDataColumn.size() );
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@@ -34,7 +34,7 @@ static void LoadFromSMTokens(
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out.m_StepsType = GameManager::StringToStepsType( sStepsType );
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out.m_StepsType = GameManager::StringToStepsType( sStepsType );
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out.SetDescription( sDescription );
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out.SetDescription( sDescription );
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out.SetDifficulty( BackwardCompatibleStringToDifficulty(sDifficulty) );
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out.SetDifficulty( DwiCompatibleStringToDifficulty(sDifficulty) );
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// HACK: We used to store SMANIAC as Difficulty_Hard with special description.
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// HACK: We used to store SMANIAC as Difficulty_Hard with special description.
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// Now, it has its own Difficulty_Challenge
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// Now, it has its own Difficulty_Challenge
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@@ -59,7 +59,7 @@ void TrailID::LoadFromNode( const XNode* pNode )
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st = GameManager::StringToStepsType( sTemp );
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st = GameManager::StringToStepsType( sTemp );
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pNode->GetAttrValue( "CourseDifficulty", sTemp );
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pNode->GetAttrValue( "CourseDifficulty", sTemp );
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cd = BackwardCompatibleStringToDifficulty( sTemp );
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cd = StringToDifficulty( sTemp );
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m_Cache.Unset();
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m_Cache.Unset();
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}
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}
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