broadcast m_SortOrder
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@@ -72,6 +72,7 @@ GameState::GameState() :
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m_sPreferredCourseGroup(Message_PreferredCourseGroupChanged ),
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m_PreferredCourseDifficulty( Message_PreferredCourseDifficultyP1Changed ),
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m_PreferredDifficulty( Message_PreferredDifficultyP1Changed ),
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m_SortOrder( Message_SortOrderChanged ),
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m_pCurSong( Message_CurrentSongChanged ),
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m_pCurSteps( Message_CurrentStepsP1Changed ),
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m_pCurCourse( Message_CurrentCourseChanged ),
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@@ -189,7 +190,7 @@ void GameState::Reset()
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m_PreferredDifficulty[p].Set( DIFFICULTY_INVALID );
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m_PreferredCourseDifficulty[p].Set( DIFFICULTY_MEDIUM );
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}
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m_SortOrder = SORT_INVALID;
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m_SortOrder.Set( SORT_INVALID );
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m_PreferredSortOrder = GetDefaultSort();
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m_PlayMode.Set( PLAY_MODE_INVALID );
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m_EditMode = EDIT_MODE_INVALID;
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@@ -107,7 +107,7 @@ public:
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BroadcastOnChange<CString> m_sPreferredCourseGroup; // GROUP_ALL denotes no preferred group
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bool m_bChangedFailTypeOnScreenSongOptions; // true if FailType was changed in the song options screen
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BroadcastOnChange1D<Difficulty,NUM_PLAYERS> m_PreferredDifficulty;
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SortOrder m_SortOrder; // set by MusicWheel
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BroadcastOnChange<SortOrder> m_SortOrder; // set by MusicWheel
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SortOrder m_PreferredSortOrder; // used by MusicWheel
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EditMode m_EditMode;
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bool IsEditing() const { return m_EditMode != EDIT_MODE_INVALID; }
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@@ -142,13 +142,13 @@ void MusicWheel::Load( CString sType )
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GAMESTATE->m_SongOptions = so;
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}
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GAMESTATE->m_SortOrder = GAMESTATE->m_PreferredSortOrder;
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GAMESTATE->m_SortOrder.Set( GAMESTATE->m_PreferredSortOrder );
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/* Never start in the mode menu; some elements may not initialize correctly. */
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if( GAMESTATE->m_SortOrder == SORT_MODE_MENU )
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GAMESTATE->m_SortOrder = SORT_INVALID;
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GAMESTATE->m_SortOrder.Set( SORT_INVALID );
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GAMESTATE->m_SortOrder = ForceAppropriateSort( GAMESTATE->m_PlayMode, GAMESTATE->m_SortOrder );
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GAMESTATE->m_SortOrder.Set( ForceAppropriateSort(GAMESTATE->m_PlayMode, GAMESTATE->m_SortOrder) );
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/* Only save the sort order if the player didn't already have one. If he did, don't
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* overwrite it. */
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@@ -1039,9 +1039,7 @@ bool MusicWheel::ChangeSort( SortOrder new_so ) // return true if change success
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/* Save the new preference. */
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if( IsSongSort(new_so) )
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GAMESTATE->m_PreferredSortOrder = new_so;
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GAMESTATE->m_SortOrder = new_so;
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GAMESTATE->m_SortOrder = new_so;
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GAMESTATE->m_SortOrder.Set( new_so );
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m_WheelState = STATE_FLYING_OFF_BEFORE_NEXT_SORT;
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return true;
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@@ -1184,7 +1182,7 @@ void MusicWheel::StartRandom()
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void MusicWheel::SetOpenGroup(CString group, SortOrder so)
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{
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if( so != SORT_INVALID )
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GAMESTATE->m_SortOrder = so;
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GAMESTATE->m_SortOrder.Set( so );
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m_sExpandedSectionName = group;
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@@ -138,7 +138,7 @@ void ScreenNetSelectMusic::Input( const DeviceInput& DeviceI, const InputEventTy
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so = SORT_TITLE;
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GAMESTATE->m_PreferredSortOrder = so;
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GAMESTATE->m_SortOrder = so;
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GAMESTATE->m_SortOrder.Set( so );
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m_MusicWheel.SelectSection( ssprintf("%c", c ) );
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m_MusicWheel.SetOpenGroup( ssprintf("%c", c ), so );
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m_MusicWheel.Move( +1 );
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