data-driven pump-style coloring/naming (merge disparate difficulty string/color systems and simplify Lua)
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@@ -126,7 +126,10 @@ void ScreenOptionsEditCourseEntry::Init()
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pHand->m_Def.m_bOneChoiceForAllPlayers = true;
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pHand->m_Def.m_vsChoices.push_back( "(any)" );
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FOREACH_CONST( Difficulty, CommonMetrics::DIFFICULTIES_TO_SHOW.GetValue(), dc )
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pHand->m_Def.m_vsChoices.push_back( DifficultyToLocalizedString(*dc) );
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{
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DifficultyDisplayType ddt = MakeDifficultyDisplayType( *dc, GameManager::GetStepsTypeInfo( GAMESTATE->m_stEdit ).m_StepsTypeCategory );
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pHand->m_Def.m_vsChoices.push_back( DifficultyDisplayTypeToLocalizedString(ddt) );
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}
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vHands.push_back( pHand );
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pHand = OptionRowHandlerUtil::MakeNull();
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