GAMEMAN-> to GameManager::
This commit is contained in:
@@ -317,7 +317,7 @@ void CatalogXml::Save( LoadingWindow *loading_window )
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{
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{
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XNode* pNode2 = pNode->AppendChild( "Style" );
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XNode* pNode2 = pNode->AppendChild( "Style" );
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vector<const Style*> vpStyle;
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vector<const Style*> vpStyle;
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GAMEMAN->GetStylesForGame( GAMESTATE->m_pCurGame, vpStyle );
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GameManager::GetStylesForGame( GAMESTATE->m_pCurGame, vpStyle );
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FOREACH( const Style*, vpStyle, pStyle )
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FOREACH( const Style*, vpStyle, pStyle )
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{
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{
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if( !SHOW_STYLE(*pStyle) )
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if( !SHOW_STYLE(*pStyle) )
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@@ -325,7 +325,7 @@ void CatalogXml::Save( LoadingWindow *loading_window )
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StyleID sID;
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StyleID sID;
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sID.FromStyle( (*pStyle) );
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sID.FromStyle( (*pStyle) );
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XNode* pNode3 = pNode2->AppendChild( sID.CreateNode() );
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XNode* pNode3 = pNode2->AppendChild( sID.CreateNode() );
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pNode3->AppendAttr( "DisplayAs", GAMEMAN->StyleToLocalizedString(*pStyle) );
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pNode3->AppendAttr( "DisplayAs", GameManager::StyleToLocalizedString(*pStyle) );
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}
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}
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}
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}
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@@ -120,7 +120,7 @@ void ThemeMetricStepsTypesToShow::Read()
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ThemeMetric<RString>::Read();
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ThemeMetric<RString>::Read();
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m_v.clear();
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m_v.clear();
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GAMEMAN->GetStepsTypesForGame( GAMESTATE->m_pCurGame, m_v );
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GameManager::GetStepsTypesForGame( GAMESTATE->m_pCurGame, m_v );
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RemoveStepsTypes( m_v, ThemeMetric<RString>::GetValue() );
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RemoveStepsTypes( m_v, ThemeMetric<RString>::GetValue() );
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}
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}
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@@ -682,7 +682,7 @@ void Course::GetTrails( vector<Trail*> &AddTo, StepsType st ) const
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void Course::GetAllTrails( vector<Trail*> &AddTo ) const
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void Course::GetAllTrails( vector<Trail*> &AddTo ) const
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{
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{
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vector<StepsType> vStepsTypesToShow;
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vector<StepsType> vStepsTypesToShow;
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GAMEMAN->GetStepsTypesForGame( GAMESTATE->m_pCurGame, vStepsTypesToShow );
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GameManager::GetStepsTypesForGame( GAMESTATE->m_pCurGame, vStepsTypesToShow );
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FOREACH( StepsType, vStepsTypesToShow, st )
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FOREACH( StepsType, vStepsTypesToShow, st )
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{
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{
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GetTrails( AddTo, *st );
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GetTrails( AddTo, *st );
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@@ -734,7 +734,7 @@ bool Course::AllSongsAreFixed() const
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const Style *Course::GetCourseStyle( const Game *pGame, int iNumPlayers ) const
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const Style *Course::GetCourseStyle( const Game *pGame, int iNumPlayers ) const
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{
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{
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vector<const Style*> vpStyles;
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vector<const Style*> vpStyles;
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GAMEMAN->GetCompatibleStyles( pGame, iNumPlayers, vpStyles );
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GameManager::GetCompatibleStyles( pGame, iNumPlayers, vpStyles );
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for( int s=0; s < (int) vpStyles.size(); ++s )
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for( int s=0; s < (int) vpStyles.size(); ++s )
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{
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{
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@@ -264,7 +264,7 @@ void DifficultyDisplay::SetInternal( const SetParams ¶ms )
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// TODO: Make this an AutoActor, optimize graphic loading
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// TODO: Make this an AutoActor, optimize graphic loading
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if( params.st != StepsType_Invalid )
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if( params.st != StepsType_Invalid )
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{
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{
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RString sStepsType = GAMEMAN->GetStepsTypeInfo(params.st).szName;
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RString sStepsType = GameManager::GetStepsTypeInfo(params.st).szName;
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m_sprStepsType.Load( THEME->GetPathG(m_sMetricsGroup,"StepsType "+sStepsType) );
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m_sprStepsType.Load( THEME->GetPathG(m_sMetricsGroup,"StepsType "+sStepsType) );
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}
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}
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}
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}
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@@ -174,7 +174,7 @@ void GameCommand::LoadOne( const Command& cmd )
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if( sName == "style" )
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if( sName == "style" )
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{
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{
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const Style* style = GAMEMAN->GameAndStringToStyle( GAMESTATE->m_pCurGame, sValue );
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const Style* style = GameManager::GameAndStringToStyle( GAMESTATE->m_pCurGame, sValue );
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if( style )
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if( style )
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m_pStyle = style;
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m_pStyle = style;
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else
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else
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@@ -352,7 +352,7 @@ void GameState::JoinPlayer( PlayerNumber pn )
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// Set the current style to something appropriate for the new number of joined players.
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// Set the current style to something appropriate for the new number of joined players.
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if( ALLOW_LATE_JOIN && m_pCurStyle != NULL )
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if( ALLOW_LATE_JOIN && m_pCurStyle != NULL )
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{
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{
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const Style *pStyle = GAMEMAN->GetFirstCompatibleStyle( m_pCurGame, GetNumSidesJoined(), m_pCurStyle->m_StepsType );
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const Style *pStyle = GameManager::GetFirstCompatibleStyle( m_pCurGame, GetNumSidesJoined(), m_pCurStyle->m_StepsType );
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m_pCurStyle.Set( pStyle );
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m_pCurStyle.Set( pStyle );
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}
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}
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@@ -591,7 +591,7 @@ int GameState::GetNumStagesForCurrentSongAndStepsOrCourse() const
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{
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{
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/* If a style isn't set, use the style of the selected steps. */
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/* If a style isn't set, use the style of the selected steps. */
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StepsType st = pSteps->m_StepsType;
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StepsType st = pSteps->m_StepsType;
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pStyle = GAMEMAN->GetFirstCompatibleStyle( m_pCurGame, GetNumSidesJoined(), st );
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pStyle = GameManager::GetFirstCompatibleStyle( m_pCurGame, GetNumSidesJoined(), st );
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}
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}
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else
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else
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{
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{
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@@ -599,7 +599,7 @@ int GameState::GetNumStagesForCurrentSongAndStepsOrCourse() const
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* joined players, or one player if no players are joined. */
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* joined players, or one player if no players are joined. */
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vector<const Style*> vpStyles;
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vector<const Style*> vpStyles;
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int iJoined = max( GetNumSidesJoined(), 1 );
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int iJoined = max( GetNumSidesJoined(), 1 );
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GAMEMAN->GetCompatibleStyles( m_pCurGame, iJoined, vpStyles );
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GameManager::GetCompatibleStyles( m_pCurGame, iJoined, vpStyles );
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ASSERT( !vpStyles.empty() );
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ASSERT( !vpStyles.empty() );
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pStyle = vpStyles[0];
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pStyle = vpStyles[0];
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}
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}
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@@ -69,7 +69,7 @@ static void GetUsedGameInputs( vector<GameInput> &vGameInputsOut )
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set<GameInput> vGIs;
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set<GameInput> vGIs;
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vector<const Style*> vStyles;
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vector<const Style*> vStyles;
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GAMEMAN->GetStylesForGame( GAMESTATE->m_pCurGame, vStyles );
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GameManager::GetStylesForGame( GAMESTATE->m_pCurGame, vStyles );
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FOREACH( const Style*, vStyles, style )
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FOREACH( const Style*, vStyles, style )
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{
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{
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bool bFound = find( CommonMetrics::STEPS_TYPES_TO_SHOW.GetValue().begin(), CommonMetrics::STEPS_TYPES_TO_SHOW.GetValue().end(), (*style)->m_StepsType ) != CommonMetrics::STEPS_TYPES_TO_SHOW.GetValue().end();
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bool bFound = find( CommonMetrics::STEPS_TYPES_TO_SHOW.GetValue().begin(), CommonMetrics::STEPS_TYPES_TO_SHOW.GetValue().end(), (*style)->m_StepsType ) != CommonMetrics::STEPS_TYPES_TO_SHOW.GetValue().end();
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@@ -1003,7 +1003,7 @@ void MusicWheel::SetOpenSection( RString group )
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vector<const Style*> vpPossibleStyles;
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vector<const Style*> vpPossibleStyles;
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if( CommonMetrics::AUTO_SET_STYLE )
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if( CommonMetrics::AUTO_SET_STYLE )
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GAMEMAN->GetCompatibleStyles( GAMESTATE->m_pCurGame, GAMESTATE->GetNumPlayersEnabled(), vpPossibleStyles );
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GameManager::GetCompatibleStyles( GAMESTATE->m_pCurGame, GAMESTATE->GetNumPlayersEnabled(), vpPossibleStyles );
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m_CurWheelItemData.clear();
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m_CurWheelItemData.clear();
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vector<MusicWheelItemData *> &from = m_WheelItemDatas[GAMESTATE->m_SortOrder];
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vector<MusicWheelItemData *> &from = m_WheelItemDatas[GAMESTATE->m_SortOrder];
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@@ -662,8 +662,8 @@ void NetworkSyncManager::ProcessInput()
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GameName = m_packet.ReadNT();
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GameName = m_packet.ReadNT();
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StyleName = m_packet.ReadNT();
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StyleName = m_packet.ReadNT();
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GAMESTATE->SetCurGame( GAMEMAN->StringToGameType(GameName) );
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GAMESTATE->SetCurGame( GameManager::StringToGameType(GameName) );
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GAMESTATE->SetCurrentStyle( GAMEMAN->GameAndStringToStyle(GAMESTATE->m_pCurGame,StyleName) );
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GAMESTATE->SetCurrentStyle( GameManager::GameAndStringToStyle(GAMESTATE->m_pCurGame,StyleName) );
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SCREENMAN->SetNewScreen( "ScreenNetSelectMusic" ); //Should this be metric'd out?
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SCREENMAN->SetNewScreen( "ScreenNetSelectMusic" ); //Should this be metric'd out?
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}
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}
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@@ -676,11 +676,11 @@ class OptionRowHandlerListStyles: public OptionRowHandlerList
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m_Def.m_bAllowThemeItems = false; // we theme the text ourself
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m_Def.m_bAllowThemeItems = false; // we theme the text ourself
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vector<const Style*> vStyles;
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vector<const Style*> vStyles;
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GAMEMAN->GetStylesForGame( GAMESTATE->m_pCurGame, vStyles );
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GameManager::GetStylesForGame( GAMESTATE->m_pCurGame, vStyles );
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ASSERT( vStyles.size() );
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ASSERT( vStyles.size() );
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FOREACH_CONST( const Style*, vStyles, s )
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FOREACH_CONST( const Style*, vStyles, s )
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{
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{
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m_Def.m_vsChoices.push_back( GAMEMAN->StyleToLocalizedString(*s) );
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m_Def.m_vsChoices.push_back( GameManager::StyleToLocalizedString(*s) );
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GameCommand mc;
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GameCommand mc;
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mc.m_pStyle = *s;
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mc.m_pStyle = *s;
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m_aListEntries.push_back( mc );
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m_aListEntries.push_back( mc );
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@@ -1237,7 +1237,7 @@ void Profile::LoadGeneralDataFromNode( const XNode* pNode )
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pNode->GetChildValue( "SortOrder", s ); m_SortOrder = StringToSortOrder( s );
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pNode->GetChildValue( "SortOrder", s ); m_SortOrder = StringToSortOrder( s );
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pNode->GetChildValue( "LastDifficulty", s ); m_LastDifficulty = StringToDifficulty( s );
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pNode->GetChildValue( "LastDifficulty", s ); m_LastDifficulty = StringToDifficulty( s );
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pNode->GetChildValue( "LastCourseDifficulty", s ); m_LastCourseDifficulty = StringToDifficulty( s );
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pNode->GetChildValue( "LastCourseDifficulty", s ); m_LastCourseDifficulty = StringToDifficulty( s );
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pNode->GetChildValue( "LastStepsType", s ); m_LastStepsType = GAMEMAN->StringToStepsType( s );
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pNode->GetChildValue( "LastStepsType", s ); m_LastStepsType = GameManager::StringToStepsType( s );
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pTemp = pNode->GetChild( "Song" ); if( pTemp ) m_lastSong.LoadFromNode( pTemp );
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pTemp = pNode->GetChild( "Song" ); if( pTemp ) m_lastSong.LoadFromNode( pTemp );
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pTemp = pNode->GetChild( "Course" ); if( pTemp ) m_lastCourse.LoadFromNode( pTemp );
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pTemp = pNode->GetChild( "Course" ); if( pTemp ) m_lastCourse.LoadFromNode( pTemp );
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pNode->GetChildValue( "TotalPlays", m_iTotalPlays );
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pNode->GetChildValue( "TotalPlays", m_iTotalPlays );
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@@ -40,7 +40,7 @@ void ScreenDemonstration::Init()
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}
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}
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vector<const Style*> vStylePossible;
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vector<const Style*> vStylePossible;
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GAMEMAN->GetDemonstrationStylesForGame( GAMESTATE->m_pCurGame, vStylePossible );
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GameManager::GetDemonstrationStylesForGame( GAMESTATE->m_pCurGame, vStylePossible );
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for( int i=(int)(vStylePossible.size())-1; i>=0; i-- )
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for( int i=(int)(vStylePossible.size())-1; i>=0; i-- )
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{
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{
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bool bAllowThis = find( vStyleTypeAllow.begin(), vStyleTypeAllow.end(), vStylePossible[i]->m_StyleType ) != vStyleTypeAllow.end();
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bool bAllowThis = find( vStyleTypeAllow.begin(), vStyleTypeAllow.end(), vStylePossible[i]->m_StyleType ) != vStyleTypeAllow.end();
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@@ -183,7 +183,7 @@ void ScreenEditMenu::MenuStart( const InputEventPlus &input )
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GAMESTATE->m_pCurSong.Set( pSong );
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GAMESTATE->m_pCurSong.Set( pSong );
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GAMESTATE->m_pCurCourse.Set( NULL );
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GAMESTATE->m_pCurCourse.Set( NULL );
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GAMESTATE->SetCurrentStyle( GAMEMAN->GetEditorStyleForStepsType(st) );
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GAMESTATE->SetCurrentStyle( GameManager::GetEditorStyleForStepsType(st) );
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GAMESTATE->m_pCurSteps[PLAYER_1].Set( pSteps );
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GAMESTATE->m_pCurSteps[PLAYER_1].Set( pSteps );
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//
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//
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@@ -30,7 +30,7 @@ ScreenEnding::ScreenEnding()
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PROFILEMAN->LoadFirstAvailableProfile(PLAYER_2);
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PROFILEMAN->LoadFirstAvailableProfile(PLAYER_2);
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GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
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GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
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GAMESTATE->SetCurrentStyle( GAMEMAN->GameAndStringToStyle( GAMEMAN->GetDefaultGame(),"versus") );
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GAMESTATE->SetCurrentStyle( GameManager::GameAndStringToStyle( GameManager::GetDefaultGame(),"versus") );
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GAMESTATE->JoinPlayer( PLAYER_1 );
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GAMESTATE->JoinPlayer( PLAYER_1 );
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GAMESTATE->JoinPlayer( PLAYER_2 );
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GAMESTATE->JoinPlayer( PLAYER_2 );
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GAMESTATE->m_pCurSong.Set( SONGMAN->GetRandomSong() );
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GAMESTATE->m_pCurSong.Set( SONGMAN->GetRandomSong() );
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@@ -96,7 +96,7 @@ void ScreenEvaluation::Init()
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StageStats &ss = STATSMAN->m_vPlayedStageStats.back();
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StageStats &ss = STATSMAN->m_vPlayedStageStats.back();
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GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
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GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
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GAMESTATE->SetCurrentStyle( GAMEMAN->GameAndStringToStyle(GAMEMAN->GetDefaultGame(),"versus") );
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GAMESTATE->SetCurrentStyle( GameManager::GameAndStringToStyle(GameManager::GetDefaultGame(),"versus") );
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ss.m_playMode = GAMESTATE->m_PlayMode;
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ss.m_playMode = GAMESTATE->m_PlayMode;
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ss.m_pStyle = GAMESTATE->GetCurrentStyle();
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ss.m_pStyle = GAMESTATE->GetCurrentStyle();
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ss.m_Stage = STAGE_NORMAL;
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ss.m_Stage = STAGE_NORMAL;
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@@ -15,7 +15,7 @@ REGISTER_SCREEN_CLASS( ScreenGameplaySyncMachine );
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void ScreenGameplaySyncMachine::Init()
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void ScreenGameplaySyncMachine::Init()
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{
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{
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GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
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GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
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GAMESTATE->SetCurrentStyle( GAMEMAN->GetHowToPlayStyleForGame(GAMESTATE->m_pCurGame) );
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GAMESTATE->SetCurrentStyle( GameManager::GetHowToPlayStyleForGame(GAMESTATE->m_pCurGame) );
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AdjustSync::ResetOriginalSyncData();
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AdjustSync::ResetOriginalSyncData();
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RString sFile = THEME->GetPathO("ScreenGameplaySyncMachine","music.sm");
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RString sFile = THEME->GetPathO("ScreenGameplaySyncMachine","music.sm");
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@@ -127,7 +127,7 @@ void ScreenHowToPlay::Init()
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m_pLifeMeterBar->FillForHowToPlay( NUM_W2S, NUM_MISSES );
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m_pLifeMeterBar->FillForHowToPlay( NUM_W2S, NUM_MISSES );
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}
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}
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GAMESTATE->SetCurrentStyle( GAMEMAN->GetHowToPlayStyleForGame(GAMESTATE->m_pCurGame) );
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GAMESTATE->SetCurrentStyle( GameManager::GetHowToPlayStyleForGame(GAMESTATE->m_pCurGame) );
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if( USE_PLAYER )
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if( USE_PLAYER )
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{
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{
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@@ -125,7 +125,7 @@ ScreenNameEntry::ScreenNameEntry()
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GAMESTATE->m_bSideIsJoined[PLAYER_2] = true;
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GAMESTATE->m_bSideIsJoined[PLAYER_2] = true;
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
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GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
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GAMESTATE->SetCurrentStyle( GAMEMAN->GameAndStringToStyle( GAMEMAN->GetDefaultGame(),"versus") );
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GAMESTATE->SetCurrentStyle( GameManager::GameAndStringToStyle( GameManager::GetDefaultGame(),"versus") );
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StageStats ss;
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StageStats ss;
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for( int z = 0; z < 3; ++z )
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for( int z = 0; z < 3; ++z )
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{
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{
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@@ -172,8 +172,8 @@ void ScreenNameEntry::Init()
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{
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{
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#if 0
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#if 0
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// DEBUGGING STUFF
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// DEBUGGING STUFF
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GAMESTATE->m_pCurGame.Set( GAMEMAN->GetDefaultGame() );
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GAMESTATE->m_pCurGame.Set( GameManager::GetDefaultGame() );
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GAMESTATE->m_pCurStyle.Set( GAMEMAN->GetHowToPlayStyleForGame(GAMESTATE->m_pCurGame) );
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GAMESTATE->m_pCurStyle.Set( GameManager::GetHowToPlayStyleForGame(GAMESTATE->m_pCurGame) );
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GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
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GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
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GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
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GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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@@ -24,7 +24,7 @@ void ScreenNameEntryTraditional::Init()
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GAMESTATE->m_bSideIsJoined[PLAYER_2] = true;
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GAMESTATE->m_bSideIsJoined[PLAYER_2] = true;
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
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GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
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GAMESTATE->SetCurrentStyle( GAMEMAN->GameAndStringToStyle( GAMEMAN->GetDefaultGame(),"versus") );
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GAMESTATE->SetCurrentStyle( GameManager::GameAndStringToStyle( GameManager::GetDefaultGame(),"versus") );
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for( int z = 0; z < 3; ++z )
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for( int z = 0; z < 3; ++z )
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{
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{
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StageStats ss;
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StageStats ss;
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@@ -282,7 +282,7 @@ void ScreenOptionsEditCourseEntry::HandleScreenMessage( const ScreenMessage SM )
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ASSERT( pSteps );
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ASSERT( pSteps );
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// Set up for ScreenEdit
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// Set up for ScreenEdit
|
||||||
const Style *pStyle = GAMEMAN->GetEditorStyleForStepsType(pSteps->m_StepsType);
|
const Style *pStyle = GameManager::GetEditorStyleForStepsType(pSteps->m_StepsType);
|
||||||
GAMESTATE->SetCurrentStyle( pStyle );
|
GAMESTATE->SetCurrentStyle( pStyle );
|
||||||
GAMESTATE->m_pCurSong.Set( pSong );
|
GAMESTATE->m_pCurSong.Set( pSong );
|
||||||
GAMESTATE->m_pCurSteps[PLAYER_1].Set( pSteps );
|
GAMESTATE->m_pCurSteps[PLAYER_1].Set( pSteps );
|
||||||
|
|||||||
@@ -140,7 +140,7 @@ void ScreenOptionsManageEditSteps::HandleScreenMessage( const ScreenMessage SM )
|
|||||||
{
|
{
|
||||||
Steps *pSteps = GAMESTATE->m_pCurSteps[PLAYER_1];
|
Steps *pSteps = GAMESTATE->m_pCurSteps[PLAYER_1];
|
||||||
ASSERT( pSteps );
|
ASSERT( pSteps );
|
||||||
const Style *pStyle = GAMEMAN->GetEditorStyleForStepsType( pSteps->m_StepsType );
|
const Style *pStyle = GameManager::GetEditorStyleForStepsType( pSteps->m_StepsType );
|
||||||
GAMESTATE->SetCurrentStyle( pStyle );
|
GAMESTATE->SetCurrentStyle( pStyle );
|
||||||
// do base behavior
|
// do base behavior
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -156,7 +156,7 @@ static void MoveNop( int &iSel, bool bToSel, const ConfOption *pConfOption )
|
|||||||
static void GameChoices( vector<RString> &out )
|
static void GameChoices( vector<RString> &out )
|
||||||
{
|
{
|
||||||
vector<const Game*> aGames;
|
vector<const Game*> aGames;
|
||||||
GAMEMAN->GetEnabledGames( aGames );
|
GameManager::GetEnabledGames( aGames );
|
||||||
FOREACH( const Game*, aGames, g )
|
FOREACH( const Game*, aGames, g )
|
||||||
{
|
{
|
||||||
RString sGameName = (*g)->m_szName;
|
RString sGameName = (*g)->m_szName;
|
||||||
@@ -179,7 +179,7 @@ static void GameSel( int &sel, bool ToSel, const ConfOption *pConfOption )
|
|||||||
sel = i;
|
sel = i;
|
||||||
} else {
|
} else {
|
||||||
vector<const Game*> aGames;
|
vector<const Game*> aGames;
|
||||||
GAMEMAN->GetEnabledGames( aGames );
|
GameManager::GetEnabledGames( aGames );
|
||||||
StepMania::ChangeCurrentGame( aGames[sel] );
|
StepMania::ChangeCurrentGame( aGames[sel] );
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -103,7 +103,7 @@ void ScreenOptionsReviewWorkout::HandleScreenMessage( const ScreenMessage SM )
|
|||||||
pWorkout->GenerateCourse( *WORKOUTMAN->m_pTempCourse );
|
pWorkout->GenerateCourse( *WORKOUTMAN->m_pTempCourse );
|
||||||
GAMESTATE->m_pCurSong.Set( NULL ); // CurSong will be set if we back out. Set it back to NULL so that ScreenStage won't show the last song.
|
GAMESTATE->m_pCurSong.Set( NULL ); // CurSong will be set if we back out. Set it back to NULL so that ScreenStage won't show the last song.
|
||||||
GAMESTATE->m_pCurCourse.Set( WORKOUTMAN->m_pTempCourse );
|
GAMESTATE->m_pCurCourse.Set( WORKOUTMAN->m_pTempCourse );
|
||||||
const Style *pStyle = GAMEMAN->GameAndStringToStyle(GAMESTATE->m_pCurGame,"single");
|
const Style *pStyle = GameManager::GameAndStringToStyle(GAMESTATE->m_pCurGame,"single");
|
||||||
StepsType st = pStyle->m_StepsType;
|
StepsType st = pStyle->m_StepsType;
|
||||||
Trail *pTrail = GAMESTATE->m_pCurCourse->GetTrail( st );
|
Trail *pTrail = GAMESTATE->m_pCurCourse->GetTrail( st );
|
||||||
ASSERT( pTrail );
|
ASSERT( pTrail );
|
||||||
|
|||||||
@@ -382,7 +382,7 @@ void ScreenRankingScroller::Init()
|
|||||||
|
|
||||||
StepsType st = STEPS_TYPES_TO_SHOW.GetValue()[i];
|
StepsType st = STEPS_TYPES_TO_SHOW.GetValue()[i];
|
||||||
if( asBits.size() > 1 )
|
if( asBits.size() > 1 )
|
||||||
st = GAMEMAN->StringToStepsType( asBits[1] );
|
st = GameManager::StringToStepsType( asBits[1] );
|
||||||
|
|
||||||
pts.aTypes.push_back( make_pair(dc, st) );
|
pts.aTypes.push_back( make_pair(dc, st) );
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -60,7 +60,7 @@ void ScreenSelectMusic::Init()
|
|||||||
if( PREFSMAN->m_bScreenTestMode && CommonMetrics::INITIAL_SCREEN == m_sName )
|
if( PREFSMAN->m_bScreenTestMode && CommonMetrics::INITIAL_SCREEN == m_sName )
|
||||||
{
|
{
|
||||||
GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
|
GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
|
||||||
GAMESTATE->SetCurrentStyle( GAMEMAN->GameAndStringToStyle(GAMEMAN->GetDefaultGame(),"versus") );
|
GAMESTATE->SetCurrentStyle( GameManager::GameAndStringToStyle(GameManager::GetDefaultGame(),"versus") );
|
||||||
GAMESTATE->JoinPlayer( PLAYER_1 );
|
GAMESTATE->JoinPlayer( PLAYER_1 );
|
||||||
GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
|
GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
|
||||||
}
|
}
|
||||||
@@ -180,8 +180,8 @@ void ScreenSelectMusic::BeginScreen()
|
|||||||
if( CommonMetrics::AUTO_SET_STYLE )
|
if( CommonMetrics::AUTO_SET_STYLE )
|
||||||
{
|
{
|
||||||
vector<StepsType> vst;
|
vector<StepsType> vst;
|
||||||
GAMEMAN->GetStepsTypesForGame( GAMESTATE->m_pCurGame, vst );
|
GameManager::GetStepsTypesForGame( GAMESTATE->m_pCurGame, vst );
|
||||||
const Style *pStyle = GAMEMAN->GetFirstCompatibleStyle( GAMESTATE->m_pCurGame, GAMESTATE->GetNumSidesJoined(), vst[0] );
|
const Style *pStyle = GameManager::GetFirstCompatibleStyle( GAMESTATE->m_pCurGame, GAMESTATE->GetNumSidesJoined(), vst[0] );
|
||||||
GAMESTATE->SetCurrentStyle( pStyle );
|
GAMESTATE->SetCurrentStyle( pStyle );
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -932,7 +932,7 @@ void ScreenSelectMusic::MenuStart( const InputEventPlus &input )
|
|||||||
stCurrent = GAMESTATE->m_pCurSteps[pn]->m_StepsType;
|
stCurrent = GAMESTATE->m_pCurSteps[pn]->m_StepsType;
|
||||||
}
|
}
|
||||||
vector<StepsType> vst;
|
vector<StepsType> vst;
|
||||||
pStyle = GAMEMAN->GetFirstCompatibleStyle( GAMESTATE->m_pCurGame, GAMESTATE->GetNumSidesJoined(), stCurrent );
|
pStyle = GameManager::GetFirstCompatibleStyle( GAMESTATE->m_pCurGame, GAMESTATE->GetNumSidesJoined(), stCurrent );
|
||||||
}
|
}
|
||||||
GAMESTATE->SetCurrentStyle( pStyle );
|
GAMESTATE->SetCurrentStyle( pStyle );
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -949,7 +949,7 @@ void Song::AddAutoGenNotes()
|
|||||||
|
|
||||||
void Song::AutoGen( StepsType ntTo, StepsType ntFrom )
|
void Song::AutoGen( StepsType ntTo, StepsType ntFrom )
|
||||||
{
|
{
|
||||||
// int iNumTracksOfTo = GAMEMAN->StepsTypeToNumTracks(ntTo);
|
// int iNumTracksOfTo = GameManager::StepsTypeToNumTracks(ntTo);
|
||||||
|
|
||||||
for( unsigned int j=0; j<m_vpSteps.size(); j++ )
|
for( unsigned int j=0; j<m_vpSteps.size(); j++ )
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -837,7 +837,7 @@ static void GetPlayableStepsTypes( const Song *pSong, set<StepsType> &vOut )
|
|||||||
{
|
{
|
||||||
vector<const Style*> vpPossibleStyles;
|
vector<const Style*> vpPossibleStyles;
|
||||||
if( CommonMetrics::AUTO_SET_STYLE )
|
if( CommonMetrics::AUTO_SET_STYLE )
|
||||||
GAMEMAN->GetCompatibleStyles( GAMESTATE->m_pCurGame, GAMESTATE->GetNumPlayersEnabled(), vpPossibleStyles );
|
GameManager::GetCompatibleStyles( GAMESTATE->m_pCurGame, GAMESTATE->GetNumPlayersEnabled(), vpPossibleStyles );
|
||||||
else
|
else
|
||||||
vpPossibleStyles.push_back( GAMESTATE->m_pCurStyle );
|
vpPossibleStyles.push_back( GAMESTATE->m_pCurStyle );
|
||||||
|
|
||||||
@@ -872,7 +872,7 @@ static void GetPlayableStepsTypes( const Song *pSong, set<StepsType> &vOut )
|
|||||||
{
|
{
|
||||||
bool bShowThisStepsType = find( vstToShow.begin(), vstToShow.end(), *st ) != vstToShow.end();
|
bool bShowThisStepsType = find( vstToShow.begin(), vstToShow.end(), *st ) != vstToShow.end();
|
||||||
|
|
||||||
const Style *pStyle = GAMEMAN->GetFirstCompatibleStyle( GAMESTATE->m_pCurGame, GAMESTATE->GetNumPlayersEnabled(), *st );
|
const Style *pStyle = GameManager::GetFirstCompatibleStyle( GAMESTATE->m_pCurGame, GAMESTATE->GetNumPlayersEnabled(), *st );
|
||||||
bool bEnoughStages = GAMESTATE->GetSmallestNumStagesLeftForAnyHumanPlayer() >= GAMESTATE->GetNumStagesForSongAndStyleType(pSong, pStyle->m_StyleType);
|
bool bEnoughStages = GAMESTATE->GetSmallestNumStagesLeftForAnyHumanPlayer() >= GAMESTATE->GetNumStagesForSongAndStyleType(pSong, pStyle->m_StyleType);
|
||||||
|
|
||||||
if( bShowThisStepsType && bEnoughStages )
|
if( bShowThisStepsType && bEnoughStages )
|
||||||
|
|||||||
@@ -10,7 +10,7 @@ void StyleID::FromStyle( const Style *p )
|
|||||||
{
|
{
|
||||||
if( p )
|
if( p )
|
||||||
{
|
{
|
||||||
sGame = GAMEMAN->GetGameForStyle(p)->m_szName;
|
sGame = GameManager::GetGameForStyle(p)->m_szName;
|
||||||
sStyle = p->m_szName;
|
sStyle = p->m_szName;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
@@ -26,7 +26,7 @@ const Style *StyleID::ToStyle() const
|
|||||||
if( pGame == NULL )
|
if( pGame == NULL )
|
||||||
return NULL;
|
return NULL;
|
||||||
|
|
||||||
return GAMEMAN->GameAndStringToStyle( pGame, sStyle );
|
return GameManager::GameAndStringToStyle( pGame, sStyle );
|
||||||
}
|
}
|
||||||
|
|
||||||
XNode* StyleID::CreateNode() const
|
XNode* StyleID::CreateNode() const
|
||||||
|
|||||||
Reference in New Issue
Block a user