rename: m_sPreferredGroup -> m_sPreferredSongGroup
add SongGroup to ModeChoice
This commit is contained in:
@@ -211,7 +211,7 @@ const int NUM_RANKING_LINES = 5;
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//
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// Group stuff
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//
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#define GROUP_ALL_MUSIC CString("")
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#define GROUP_ALL_MUSIC CString("--ALL MUSIC--")
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//
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@@ -111,7 +111,7 @@ void GameState::Reset()
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// m_iCoins = 0; // don't reset coin count!
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m_MasterPlayerNumber = PLAYER_INVALID;
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m_mapEnv.clear();
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m_sPreferredGroup = GROUP_ALL_MUSIC;
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m_sPreferredSongGroup = GROUP_ALL_MUSIC;
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m_bChangedFailType = false;
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FOREACH_PlayerNumber( p )
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{
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@@ -102,7 +102,7 @@ public:
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bool ShowMarvelous() const;
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CString m_sLoadingMessage; // used in loading screen
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CString m_sPreferredGroup; // GROUP_ALL_MUSIC denotes no preferred group
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CString m_sPreferredSongGroup; // GROUP_ALL_MUSIC denotes no preferred group
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bool m_bChangedFailType; // true if FailType was changed in the song options screen
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Difficulty m_PreferredDifficulty[NUM_PLAYERS];
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SortOrder m_SortOrder; // used by MusicWheel
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@@ -129,8 +129,7 @@ void ModeChoice::Load( int iIndex, CString sChoice )
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m_bInvalid |= true;
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}
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if( sName == "style" )
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else if( sName == "style" )
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{
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const Style* style = GAMEMAN->GameAndStringToStyle( GAMESTATE->m_pCurGame, sValue );
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if( style )
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@@ -139,7 +138,7 @@ void ModeChoice::Load( int iIndex, CString sChoice )
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m_bInvalid |= true;
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}
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if( sName == "playmode" )
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else if( sName == "playmode" )
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{
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PlayMode pm = StringToPlayMode( sValue );
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if( pm != PLAY_MODE_INVALID )
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@@ -148,7 +147,7 @@ void ModeChoice::Load( int iIndex, CString sChoice )
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m_bInvalid |= true;
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}
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if( sName == "difficulty" )
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else if( sName == "difficulty" )
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{
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Difficulty dc = StringToDifficulty( sValue );
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if( dc != DIFFICULTY_INVALID )
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@@ -157,20 +156,24 @@ void ModeChoice::Load( int iIndex, CString sChoice )
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m_bInvalid |= true;
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}
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if( sName == "announcer" )
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else if( sName == "announcer" )
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{
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m_sAnnouncer = sValue;
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if( sName == "name" )
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}
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else if( sName == "name" )
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{
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m_sName = sValue;
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}
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if( sName == "mod" )
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else if( sName == "mod" )
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{
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if( m_sModifiers != "" )
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m_sModifiers += ",";
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m_sModifiers += sValue;
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}
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if( sName == "song" )
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else if( sName == "song" )
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{
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m_pSong = SONGMAN->FindSong( sValue );
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if( m_pSong == NULL )
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@@ -180,14 +183,14 @@ void ModeChoice::Load( int iIndex, CString sChoice )
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}
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}
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if( sName == "steps" )
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else if( sName == "steps" )
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{
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/* Save the name of the steps, and set this later, since we want to process
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* any "song" and "style" commands first. */
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sSteps = sValue;
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}
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if( sName == "course" )
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else if( sName == "course" )
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{
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m_pCourse = SONGMAN->FindCourse( sValue );
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if( m_pCourse == NULL )
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@@ -197,13 +200,19 @@ void ModeChoice::Load( int iIndex, CString sChoice )
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}
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}
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if( sName == "screen" )
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m_sScreen = sValue;
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if( sName == "setenv" )
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else if( sName == "screen" )
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{
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ASSERT( asBits.size() == 2 );
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m_SetEnv[ asBits[0] ] = asBits[1];
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m_sScreen = sValue;
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}
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else if( sName == "setenv" )
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{
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m_SetEnv[ asBits[0] ] = sValue;
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}
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else if( sName == "songgroup" )
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{
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m_sSongGroup = sValue;
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}
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}
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@@ -472,6 +481,8 @@ void ModeChoice::Apply( PlayerNumber pn ) const
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GAMESTATE->m_pCurCharacters[pn] = m_pCharacter;
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for( map<CString,CString>::const_iterator i = m_SetEnv.begin(); i != m_SetEnv.end(); i++ )
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GAMESTATE->m_mapEnv[ i->first ] = i->second;
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if( !m_sSongGroup.empty() )
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GAMESTATE->m_sPreferredSongGroup = m_sSongGroup;
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// HACK: Set life type to BATTERY just once here so it happens once and
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// we don't override the user's changes if they back out.
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@@ -46,6 +46,7 @@ struct ModeChoice // used in SelectMode
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Trail* m_pTrail;
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Character* m_pCharacter;
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std::map<CString,CString> m_SetEnv;
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CString m_sSongGroup;
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};
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#endif
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@@ -55,10 +55,10 @@ MusicBannerWheel::MusicBannerWheel()
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m_ScrollingList.SetSpacing( BANNERSPACING );
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this->AddChild( &m_ScrollingList );
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if( GAMESTATE->m_sPreferredGroup == GROUP_ALL_MUSIC )
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if( GAMESTATE->m_sPreferredSongGroup == GROUP_ALL_MUSIC )
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SONGMAN->GetSongs( arraySongs, GAMESTATE->GetNumStagesLeft() );
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else // Get the Group They Want
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SONGMAN->GetSongs( arraySongs, GAMESTATE->m_sPreferredGroup, GAMESTATE->GetNumStagesLeft() );
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SONGMAN->GetSongs( arraySongs, GAMESTATE->m_sPreferredSongGroup, GAMESTATE->GetNumStagesLeft() );
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//Detect autogenned songs
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if ( !PREFSMAN->m_bAutogenSteps )
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@@ -125,10 +125,10 @@ void MusicWheel::Load()
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if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
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{
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// make the preferred group the group of the last song played.
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if( GAMESTATE->m_sPreferredGroup==GROUP_ALL_MUSIC && !PREFSMAN->m_bPickExtraStage )
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if( GAMESTATE->m_sPreferredSongGroup==GROUP_ALL_MUSIC && !PREFSMAN->m_bPickExtraStage )
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{
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ASSERT(GAMESTATE->m_pCurSong);
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GAMESTATE->m_sPreferredGroup = GAMESTATE->m_pCurSong->m_sGroupName;
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GAMESTATE->m_sPreferredSongGroup = GAMESTATE->m_pCurSong->m_sGroupName;
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}
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Song* pSong;
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@@ -354,9 +354,9 @@ void MusicWheel::GetSongList(vector<Song*> &arraySongs, SortOrder so, CString sP
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// else
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// SONGMAN->GetSongs( apAllSongs, GAMESTATE->GetNumStagesLeft() );
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if( so == SORT_MOST_PLAYED )
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SONGMAN->GetBestSongs( apAllSongs, GAMESTATE->m_sPreferredGroup, GAMESTATE->GetNumStagesLeft() );
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SONGMAN->GetBestSongs( apAllSongs, GAMESTATE->m_sPreferredSongGroup, GAMESTATE->GetNumStagesLeft() );
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else
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SONGMAN->GetSongs( apAllSongs, GAMESTATE->m_sPreferredGroup, GAMESTATE->GetNumStagesLeft() );
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SONGMAN->GetSongs( apAllSongs, GAMESTATE->m_sPreferredSongGroup, GAMESTATE->GetNumStagesLeft() );
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// copy only songs that have at least one Steps for the current GameMode
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for( unsigned i=0; i<apAllSongs.size(); i++ )
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@@ -475,7 +475,7 @@ void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas
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///////////////////////////////////
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vector<Song*> arraySongs;
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GetSongList(arraySongs, so, GAMESTATE->m_sPreferredGroup );
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GetSongList(arraySongs, so, GAMESTATE->m_sPreferredSongGroup );
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bool bUseSections = true;
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@@ -489,7 +489,7 @@ void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas
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break;
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case SORT_GROUP:
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SongUtil::SortSongPointerArrayByGroupAndTitle( arraySongs );
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bUseSections = GAMESTATE->m_sPreferredGroup == GROUP_ALL_MUSIC;
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bUseSections = GAMESTATE->m_sPreferredSongGroup == GROUP_ALL_MUSIC;
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break;
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case SORT_TITLE:
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SongUtil::SortSongPointerArrayByTitle( arraySongs );
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@@ -35,10 +35,10 @@ bool ScreenJukebox::SetSong( bool bDemonstration )
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vSongs.push_back( tCourse->m_entries[i].pSong );
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if ( vSongs.size() == 0 )
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if( GAMESTATE->m_sPreferredGroup == GROUP_ALL_MUSIC )
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if( GAMESTATE->m_sPreferredSongGroup == GROUP_ALL_MUSIC )
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SONGMAN->GetSongs( vSongs );
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else
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SONGMAN->GetSongs( vSongs, GAMESTATE->m_sPreferredGroup );
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SONGMAN->GetSongs( vSongs, GAMESTATE->m_sPreferredSongGroup );
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//
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// Calculate what difficulties to show
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@@ -91,7 +91,7 @@ void ScreenJukeboxMenu::MenuStart( PlayerNumber pn )
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bool bModifiers = m_Selector.GetSelectedModifiers();
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GAMESTATE->m_pCurStyle = style;
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GAMESTATE->m_sPreferredGroup = (sGroup=="ALL MUSIC") ? GROUP_ALL_MUSIC : sGroup;
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GAMESTATE->m_sPreferredSongGroup = (sGroup=="ALL MUSIC") ? GROUP_ALL_MUSIC : sGroup;
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FOREACH_PlayerNumber( p )
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GAMESTATE->m_PreferredDifficulty[p] = dc;
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GAMESTATE->m_bJukeboxUsesModifiers = bModifiers;
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@@ -29,7 +29,7 @@ ScreenSelectGroup::ScreenSelectGroup( CString sClassName ) : ScreenWithMenuEleme
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if( !PREFSMAN->m_bShowSelectGroup )
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{
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GAMESTATE->m_sPreferredGroup = GROUP_ALL_MUSIC;
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GAMESTATE->m_sPreferredSongGroup = GROUP_ALL_MUSIC;
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HandleScreenMessage( SM_GoToNextScreen );
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return;
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}
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@@ -220,9 +220,9 @@ void ScreenSelectGroup::MenuStart( PlayerNumber pn )
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m_bChosen = true;
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GAMESTATE->m_pCurSong = NULL;
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GAMESTATE->m_sPreferredGroup = (m_GroupList.GetSelectionName()=="ALL MUSIC" ? GROUP_ALL_MUSIC : m_GroupList.GetSelectionName() );
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GAMESTATE->m_sPreferredSongGroup = (m_GroupList.GetSelectionName()=="ALL MUSIC" ? GROUP_ALL_MUSIC : m_GroupList.GetSelectionName() );
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if( GAMESTATE->m_sPreferredGroup == GROUP_ALL_MUSIC )
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if( GAMESTATE->m_sPreferredSongGroup == GROUP_ALL_MUSIC )
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SOUND->PlayOnceFromAnnouncer( "select group comment all music" );
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else
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SOUND->PlayOnceFromAnnouncer( "select group comment general" );
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@@ -910,7 +910,7 @@ bool CompareNotesPointersForExtra(const Steps *n1, const Steps *n2)
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void SongManager::GetExtraStageInfo( bool bExtra2, const Style *sd,
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Song*& pSongOut, Steps*& pStepsOut, PlayerOptions& po_out, SongOptions& so_out )
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{
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CString sGroup = GAMESTATE->m_sPreferredGroup;
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CString sGroup = GAMESTATE->m_sPreferredSongGroup;
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if( sGroup == GROUP_ALL_MUSIC )
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{
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if( GAMESTATE->m_pCurSong == NULL )
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