More Bugfixing with GetCurrentSteps(), kindly requesting people cross-test this in other gametypes to make sure it returns the correct steps each time (it works solidly now for ez2).
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@@ -37,6 +37,8 @@
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#include "UnlockManager.h"
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#include "ScreenManager.h"
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#include "Screen.h"
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#include "arch/Dialog/Dialog.h"
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#include "GameConstantsAndTypes.h"
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#include <ctime>
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#include <set>
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@@ -2140,13 +2142,23 @@ public:
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Steps* pSteps;
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if( p->m_pCurSong.Get() != NULL )
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{
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pSteps = SongUtil::GetOneSteps( p->m_pCurSong.Get(), GAMESTATE->GetCurrentStyle()->m_StepsType, GAMESTATE->GetClosestShownDifficulty(pn) );
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pSteps = SongUtil::GetOneSteps( p->m_pCurSong.Get(), GAMESTATE->GetCurrentStyle()->m_StepsType, GAMESTATE->m_PreferredDifficulty[pn] );
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// nothing found with preferred difficulty? try with closest
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// closest seems to return 'easy' when prefrred difficulty is 'medium'
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// even if the song has medium steps?
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if( pSteps == NULL )
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pSteps = SongUtil::GetOneSteps( p->m_pCurSong.Get(), GAMESTATE->GetCurrentStyle()->m_StepsType, GAMESTATE->GetClosestShownDifficulty(pn) );
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if( pSteps == NULL )
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{
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// Dialog::OK( ssprintf("GetCurrentSteps() -- No Steps (Difficulty = %s Preferred = %s)",DifficultyToString(GAMESTATE->m_PreferredDifficulty[pn]).c_str() ),"Error");
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pSteps = p->m_pCurSteps[pn];
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}
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}
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else
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{
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// Dialog::OK("GetCurrentSteps() -- No Song","Error");
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pSteps = p->m_pCurSteps[pn];
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}
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