name cleanup: StyleDef -> Style
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@@ -65,7 +65,7 @@ ScreenSelectMusic::ScreenSelectMusic( CString sClassName ) : ScreenWithMenuEleme
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/* Cache: */
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g_sFallbackCDTitlePath = THEME->GetPathG(m_sName,"fallback cdtitle");
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if( GAMESTATE->m_pCurStyleDef == NULL )
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if( GAMESTATE->m_pCurStyle == NULL )
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RageException::Throw( "The Style has not been set. A theme must set the Style before loading ScreenSelectMusic." );
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if( GAMESTATE->m_PlayMode == PLAY_MODE_INVALID )
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@@ -680,7 +680,7 @@ void ScreenSelectMusic::Input( const DeviceInput& DeviceI, InputEventType type,
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/* XXX: What's the difference between this and StyleI.player? */
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/* StyleI won't be valid if it's a menu button that's pressed.
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* There's got to be a better way of doing this. -Chris */
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PlayerNumber pn = GAMESTATE->GetCurrentStyleDef()->ControllerToPlayerNumber( GameI.controller );
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PlayerNumber pn = GAMESTATE->GetCurrentStyle()->ControllerToPlayerNumber( GameI.controller );
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if( !GAMESTATE->IsHumanPlayer(pn) )
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return;
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@@ -1135,7 +1135,7 @@ void ScreenSelectMusic::MenuStart( PlayerNumber pn )
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Steps* pSteps;
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PlayerOptions po;
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SongOptions so;
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SONGMAN->GetExtraStageInfo( false, GAMESTATE->GetCurrentStyleDef(), pSong, pSteps, po, so );
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SONGMAN->GetExtraStageInfo( false, GAMESTATE->GetCurrentStyle(), pSong, pSteps, po, so );
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ASSERT(pSong);
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/* Enable 2nd extra stage if user chose the correct song */
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@@ -1295,7 +1295,7 @@ int FindCourseIndexOfSameMode( T begin, T end, const Course *p )
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/* If it's not playable in this mode, don't increment. It might result in
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* different output in different modes, but that's better than having holes. */
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if( !(*it)->IsPlayableIn( GAMESTATE->GetCurrentStyleDef()->m_StepsType ) )
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if( !(*it)->IsPlayableIn( GAMESTATE->GetCurrentStyle()->m_StepsType ) )
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continue;
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if( (*it)->GetPlayMode() != pm )
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continue;
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@@ -1407,7 +1407,7 @@ void ScreenSelectMusic::AfterMusicChange()
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m_textNumSongs.SetText( ssprintf("%d", SongManager::GetNumStagesForSong(pSong) ) );
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m_textTotalTime.SetText( SecondsToMMSSMsMs(pSong->m_fMusicLengthSeconds) );
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pSong->GetSteps( m_vpSteps, GAMESTATE->GetCurrentStyleDef()->m_StepsType );
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pSong->GetSteps( m_vpSteps, GAMESTATE->GetCurrentStyle()->m_StepsType );
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StepsUtil::SortNotesArrayByDifficulty( m_vpSteps );
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if ( PREFSMAN->m_bShowBanners )
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@@ -1435,7 +1435,7 @@ void ScreenSelectMusic::AfterMusicChange()
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if( index != -1 )
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m_MachineRank.SetText( ssprintf("%i", index+1) );
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m_DifficultyDisplay.SetDifficulties( pSong, GAMESTATE->GetCurrentStyleDef()->m_StepsType );
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m_DifficultyDisplay.SetDifficulties( pSong, GAMESTATE->GetCurrentStyle()->m_StepsType );
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SwitchToPreferredDifficulty();
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@@ -1512,11 +1512,11 @@ void ScreenSelectMusic::AfterMusicChange()
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case TYPE_COURSE:
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{
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Course* pCourse = m_MusicWheel.GetSelectedCourse();
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StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
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StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
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Trail *pTrail = pCourse->GetTrail( st );
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ASSERT( pTrail );
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pCourse->GetTrails( m_vpTrails, GAMESTATE->GetCurrentStyleDef()->m_StepsType );
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pCourse->GetTrails( m_vpTrails, GAMESTATE->GetCurrentStyle()->m_StepsType );
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SampleMusicToPlay = THEME->GetPathS(m_sName,"course music");
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m_fSampleStartSeconds = 0;
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