Remove multiple notetypes per style. Not used, just clutter now.
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@@ -574,12 +574,6 @@ void Song::TidyUpData()
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}
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}
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/* Get Notes that match a given style and player. */
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void Song::GetNotesThatMatch( const StyleDef *s, int p, CArray<Notes*, Notes*>& arrayAddTo ) const
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{
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GetNotesThatMatch( s->m_NotesTypes[p], arrayAddTo );
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}
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void Song::GetNotesThatMatch( NotesType nt, CArray<Notes*, Notes*>& arrayAddTo ) const
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{
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for( int i=0; i<m_apNotes.GetSize(); i++ ) // for each of the Song's Notes
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@@ -592,12 +586,8 @@ void Song::GetNotesThatMatch( NotesType nt, CArray<Notes*, Notes*>& arrayAddTo )
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/* Return whether the song is playable in the given style. */
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bool Song::SongCompleteForStyle( const StyleDef *st ) const
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{
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for( int pn = 0; pn < NUM_PLAYERS; ++pn )
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{
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if(st->m_NotesTypes[pn] == NOTES_TYPE_INVALID) continue; /* unused */
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if(!SongHasNotesType(st->m_NotesTypes[pn]))
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return false;
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}
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if(!SongHasNotesType(st->m_NotesType))
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return false;
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return true;
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}
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@@ -802,7 +792,7 @@ Grade Song::GetGradeForDifficulty( const StyleDef *st, int p, Difficulty dc ) co
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{
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// return max grade of notes in difficulty class
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CArray<Notes*, Notes*> aNotes;
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this->GetNotesThatMatch( st, p, aNotes );
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this->GetNotesThatMatch( st->m_NotesType, aNotes );
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SortNotesArrayByDifficulty( aNotes );
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Grade grade = GRADE_NO_DATA;
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@@ -869,8 +859,8 @@ int CompareSongPointersByDifficulty(const void *arg1, const void *arg2)
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CArray<Notes*,Notes*> aNotes1;
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CArray<Notes*,Notes*> aNotes2;
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pSong1->GetNotesThatMatch( GAMESTATE->GetCurrentStyleDef(), PLAYER_1, aNotes1 );
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pSong2->GetNotesThatMatch( GAMESTATE->GetCurrentStyleDef(), PLAYER_1, aNotes2 );
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pSong1->GetNotesThatMatch( GAMESTATE->GetCurrentStyleDef()->m_NotesType, aNotes1 );
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pSong2->GetNotesThatMatch( GAMESTATE->GetCurrentStyleDef()->m_NotesType, aNotes2 );
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int iEasiestMeter1 = 1000; // infinity
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int iEasiestMeter2 = 1000; // infinity
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