data-driven pump-style coloring/naming (merge disparate difficulty string/color systems and simplify Lua)
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@@ -2885,7 +2885,10 @@ void ScreenEdit::HandleMainMenuChoice( MainMenuChoice c, const vector<int> &iAns
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g_StepsInformation.rows[difficulty].choices.clear();
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FOREACH_ENUM( Difficulty, dc )
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g_StepsInformation.rows[difficulty].choices.push_back( "|" + DifficultyToLocalizedString(pSteps->GetDifficulty()) );
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{
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DifficultyDisplayType ddt = MakeDifficultyDisplayType( dc, GameManager::GetStepsTypeInfo( pSteps->m_StepsType ).m_StepsTypeCategory );
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g_StepsInformation.rows[difficulty].choices.push_back( "|" + DifficultyDisplayTypeToString(ddt) );
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}
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g_StepsInformation.rows[difficulty].iDefaultChoice = pSteps->GetDifficulty();
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g_StepsInformation.rows[difficulty].bEnabled = (EDIT_MODE.GetValue() >= EditMode_Full);
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g_StepsInformation.rows[meter].iDefaultChoice = clamp( pSteps->GetMeter()-1, 0, MAX_METER+1 );
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