mystery -> secret
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+10
-10
@@ -180,12 +180,12 @@ void Course::LoadFromCRSFile( CString sPath )
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}
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else if( sParams[1] == "*" )
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{
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new_entry.mystery = true;
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new_entry.bSecret = true;
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new_entry.type = COURSE_ENTRY_RANDOM;
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}
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else if( sParams[1].Right(1) == "*" )
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{
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new_entry.mystery = true;
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new_entry.bSecret = true;
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new_entry.type = COURSE_ENTRY_RANDOM_WITHIN_GROUP;
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CString sSong = sParams[1];
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sSong.Replace( "\\", "/" );
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@@ -241,16 +241,16 @@ void Course::LoadFromCRSFile( CString sPath )
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}
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{
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/* If "showcourse" or "noshowcourse" is in the list, force new_entry.mystery
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/* If "showcourse" or "noshowcourse" is in the list, force new_entry.secret
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* on or off. */
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CStringArray mods;
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split( sParams[3], ",", mods, true );
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for( int j = (int) mods.size()-1; j >= 0 ; --j )
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{
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if( !mods[j].CompareNoCase("showcourse") )
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new_entry.mystery = false;
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new_entry.bSecret = false;
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else if( !mods[j].CompareNoCase("noshowcourse") )
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new_entry.mystery = true;
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new_entry.bSecret = true;
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else if( !mods[j].CompareNoCase("nodifficult") )
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new_entry.no_difficult = true;
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else
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@@ -496,12 +496,12 @@ void Course::Save( CString sPath, bool bSavingCache )
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line += ":";
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CString modifiers = entry.modifiers;
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bool default_mystery = (entry.type == COURSE_ENTRY_RANDOM || entry.type == COURSE_ENTRY_RANDOM_WITHIN_GROUP);
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if( default_mystery != entry.mystery )
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bool default_secret = (entry.type == COURSE_ENTRY_RANDOM || entry.type == COURSE_ENTRY_RANDOM_WITHIN_GROUP);
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if( default_secret != entry.bSecret )
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{
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if( modifiers != "" )
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modifiers += ",";
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modifiers += entry.mystery? "noshowcourse":"showcourse";
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modifiers += entry.bSecret? "noshowcourse":"showcourse";
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}
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if( entry.no_difficult )
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@@ -547,7 +547,7 @@ void Course::AutogenEndlessFromGroup( CString sGroupName, Difficulty diff )
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e.group_name = sGroupName;
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e.difficulty = diff;
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e.mystery = true;
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e.bSecret = true;
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vector<Song*> vSongs;
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SONGMAN->GetSongs( vSongs, e.group_name );
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@@ -1014,7 +1014,7 @@ bool Course::GetTrailUnsorted( StepsType st, CourseDifficulty cd, Trail &trail )
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te.pSteps = pSteps;
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te.Modifiers = e.modifiers;
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te.Attacks = e.attacks;
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te.bMystery = e.mystery;
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te.bSecret = e.bSecret;
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te.iLowMeter = low_meter;
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te.iHighMeter = high_meter;
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/* If we chose based on meter (not difficulty), then store DIFFICULTY_INVALID, so
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