rename: m_sPreferredGroup -> m_sPreferredSongGroup
add SongGroup to ModeChoice
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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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