track the current Trail in GameState
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@@ -323,8 +323,7 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : S
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Steps* pSteps = ss.pSteps[p];
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Course* pCourse = GAMESTATE->m_pCurCourse;
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StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
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CourseDifficulty cd = GAMESTATE->m_PreferredCourseDifficulty[p];
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Trail* pTrail = pCourse ? pCourse->GetTrail( st, cd ) : NULL;
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Trail* pTrail = GAMESTATE->m_pCurTrail[p];
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int iHighScoreIndex = -1; // -1 means "out of ranking"
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Grade grade = ss.GetGrade( p );
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@@ -341,7 +340,7 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : S
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const HighScoreList& hsl =
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GAMESTATE->IsCourseMode() ?
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PROFILEMAN->GetMachineProfile()->GetCourseHighScoreList(pCourse, pTrail) :
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PROFILEMAN->GetMachineProfile()->GetCourseHighScoreList(pCourse,pTrail) :
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PROFILEMAN->GetMachineProfile()->GetStepsHighScoreList(pSong,pSteps);
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for( unsigned h=0; h<hsl.vHighScores.size(); h++ )
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@@ -378,7 +377,7 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : S
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{
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display.m_Grade.SetName( ssprintf("GradeP%i",p+1) );
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display.m_Grade.Load( THEME->GetPathToG("ScreenNameEntryTraditional grades") );
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display.m_Grade.SetGrade( (PlayerNumber)p, grade );
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display.m_Grade.SetGrade( p, grade );
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SET_ON( display.m_Grade );
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this->AddChild( &display.m_Grade );
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}
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@@ -386,14 +385,14 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : S
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display.m_Difficulty.SetName( ssprintf("DifficultyP%i",p+1) );
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display.m_Difficulty.Load( THEME->GetPathToG("ScreenNameEntryTraditional difficulty icons") );
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if( GAMESTATE->IsCourseMode() )
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display.m_Difficulty.SetFromCourseDifficulty( (PlayerNumber)p, GAMESTATE->m_PreferredCourseDifficulty[p] );
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display.m_Difficulty.SetFromTrail( p, pTrail );
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else
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display.m_Difficulty.SetFromSteps( (PlayerNumber)p, pSteps );
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display.m_Difficulty.SetFromSteps( p, pSteps );
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SET_ON( display.m_Difficulty );
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this->AddChild( &display.m_Difficulty );
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display.m_textScore.SetName( "ScreenNameEntryTraditional Percent" );
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display.m_textScore.Load( (PlayerNumber)p, &ss, false );
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display.m_textScore.Load( p, &ss, false );
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display.m_textScore.SetName( ssprintf("ScoreP%i",p+1) );
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SET_ON( display.m_textScore );
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this->AddChild( &display.m_textScore );
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