track the current Trail in GameState
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@@ -127,46 +127,7 @@ void DifficultyMeter::SetFromTrail( const Trail* pTrail )
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default: ASSERT(0);
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}
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/*
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if( pTrail->m_iMeter <= 1 )
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FakeDifficulty = DIFFICULTY_BEGINNER;
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else if( pTrail->m_iMeter <= 3 )
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FakeDifficulty = DIFFICULTY_EASY;
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else if( pTrail->m_iMeter <= 6 )
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FakeDifficulty = DIFFICULTY_MEDIUM;
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else if( pTrail->m_iMeter <= 9 )
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FakeDifficulty = DIFFICULTY_HARD;
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else
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FakeDifficulty = DIFFICULTY_CHALLENGE;
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*/
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SetFromMeterAndDifficulty( pTrail->m_iMeter, FakeDifficulty );
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SetDifficulty( DifficultyToString(FakeDifficulty) + "Course" );
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}
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void DifficultyMeter::SetFromCourse( const Course* pCourse, PlayerNumber pn )
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{
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if( pCourse == NULL )
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{
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Unset();
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return;
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}
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StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
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CourseDifficulty cd = GAMESTATE->m_PreferredCourseDifficulty[pn];
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const int meter = (int) roundf( pCourse->GetMeter(st,cd) );
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// XXX metrics
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Difficulty FakeDifficulty;
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switch( cd )
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{
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case COURSE_DIFFICULTY_EASY: FakeDifficulty = DIFFICULTY_EASY; break;
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case COURSE_DIFFICULTY_REGULAR: FakeDifficulty = DIFFICULTY_MEDIUM; break;
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case COURSE_DIFFICULTY_DIFFICULT: FakeDifficulty = DIFFICULTY_HARD; break;
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default: ASSERT(0);
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}
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SetFromMeterAndDifficulty( meter, FakeDifficulty );
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SetFromMeterAndDifficulty( pTrail->GetMeter(), FakeDifficulty );
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SetDifficulty( DifficultyToString(FakeDifficulty) + "Course" );
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}
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@@ -201,9 +162,9 @@ void DifficultyMeter::SetFromGameState( PlayerNumber pn )
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{
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if( GAMESTATE->IsCourseMode() )
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{
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Course* pCourse = GAMESTATE->m_pCurCourse;
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if( pCourse )
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SetFromCourse( pCourse, pn );
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Trail* pTrail = GAMESTATE->m_pCurTrail[pn];
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if( pTrail )
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SetFromTrail( pTrail );
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else
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SetFromCourseDifficulty( GAMESTATE->m_PreferredCourseDifficulty[pn] );
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}
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