add IsStepsPlayable, make IsStepsTypePlayable take the number of stages left into account
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@@ -321,7 +321,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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// TODO: Invalidate the CurSteps only if they are no longer playable. That way,
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// after music change will clamp to the nearest in the DifficultyList.
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FOREACH_ENUM( PlayerNumber, p )
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GAMESTATE->m_pCurSteps[p].Set( NULL );
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GAMESTATE->m_pCurSteps[p].SetWithoutBroadcast( NULL );
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AfterMusicChange();
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