review uses of GetTrail
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@@ -203,7 +203,8 @@ void BPMDisplay::SetBPM( const Course* pCourse )
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{
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{
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ASSERT( pCourse );
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ASSERT( pCourse );
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Trail *pTrail = pCourse->GetTrail( GAMESTATE->GetCurrentStyleDef()->m_StepsType, COURSE_DIFFICULTY_REGULAR );
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StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
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Trail *pTrail = pCourse->GetTrail( st, COURSE_DIFFICULTY_REGULAR );
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ASSERT( pTrail->m_vEntries.size() );
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ASSERT( pTrail->m_vEntries.size() );
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@@ -151,17 +151,6 @@ void PaneDisplay::SetContent( PaneContents c )
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if( (g_Contents[c].req&NEED_PROFILE) && !PROFILEMAN->IsUsingProfile( m_PlayerNumber ) )
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if( (g_Contents[c].req&NEED_PROFILE) && !PROFILEMAN->IsUsingProfile( m_PlayerNumber ) )
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return;
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return;
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RadarValues rv;
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if( g_Contents[c].req&NEED_NOTES )
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rv = GAMESTATE->m_pCurNotes[m_PlayerNumber]->GetRadarValues();
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else if( g_Contents[c].req&NEED_COURSE )
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{
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CourseDifficulty cd = GAMESTATE->m_PreferredCourseDifficulty[m_PlayerNumber];
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StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
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rv = GAMESTATE->m_pCurCourse->GetTrail(st,cd)->GetRadarValues();
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}
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const Song *pSong = GAMESTATE->m_pCurSong;
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const Song *pSong = GAMESTATE->m_pCurSong;
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const Steps *pSteps = GAMESTATE->m_pCurNotes[m_PlayerNumber];
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const Steps *pSteps = GAMESTATE->m_pCurNotes[m_PlayerNumber];
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StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
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StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
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@@ -169,6 +158,16 @@ void PaneDisplay::SetContent( PaneContents c )
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const CourseDifficulty cd = GAMESTATE->m_PreferredCourseDifficulty[m_PlayerNumber];
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const CourseDifficulty cd = GAMESTATE->m_PreferredCourseDifficulty[m_PlayerNumber];
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const Trail *pTrail = pCourse ? pCourse->GetTrail(st,cd) : NULL;
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const Trail *pTrail = pCourse ? pCourse->GetTrail(st,cd) : NULL;
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RadarValues rv;
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if( g_Contents[c].req&NEED_NOTES )
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rv = GAMESTATE->m_pCurNotes[m_PlayerNumber]->GetRadarValues();
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else if( g_Contents[c].req&NEED_COURSE )
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{
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ASSERT( pCourse );
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rv = pTrail->GetRadarValues();
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}
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float val = 0;
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float val = 0;
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CString str;
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CString str;
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switch( c )
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switch( c )
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@@ -574,6 +574,7 @@ bool PlayerOptions::IsEasierForSongAndSteps( Song* pSong, Steps* pSteps )
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bool PlayerOptions::IsEasierForCourse( Course* pCourse, StepsType st, CourseDifficulty cd )
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bool PlayerOptions::IsEasierForCourse( Course* pCourse, StepsType st, CourseDifficulty cd )
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{
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{
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ASSERT( pCourse );
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Trail *pTrail = pCourse->GetTrail( st, cd );
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Trail *pTrail = pCourse->GetTrail( st, cd );
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FOREACH_CONST( TrailEntry, pTrail->m_vEntries, e )
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FOREACH_CONST( TrailEntry, pTrail->m_vEntries, e )
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@@ -308,7 +308,8 @@ int Profile::GetPossibleCourseDancePointsForStepsType( StepsType st ) const
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if( !pCourse->HasCourseDifficulty(st,cd) )
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if( !pCourse->HasCourseDifficulty(st,cd) )
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continue;
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continue;
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const RadarValues& fRadars = pCourse->GetTrail(st,cd)->GetRadarValues();
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Trail* pTrail = pCourse->GetTrail(st,cd);
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const RadarValues& fRadars = pTrail->GetRadarValues();
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iTotal += ScoreKeeperMAX2::GetPossibleDancePoints( fRadars );
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iTotal += ScoreKeeperMAX2::GetPossibleDancePoints( fRadars );
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}
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}
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}
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}
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@@ -733,7 +733,7 @@ bool PrintHighScoresForCourse( RageFile &f, const Profile *pProfile, Course* pCo
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{
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{
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bool bPrintedAny = false;
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bool bPrintedAny = false;
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for( StepsType st=(StepsType)0; st<NUM_STEPS_TYPES; st=(StepsType)(st+1) )
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FOREACH_StepsType( st )
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{
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{
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FOREACH_ShownCourseDifficulty( cd )
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FOREACH_ShownCourseDifficulty( cd )
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{
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{
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@@ -986,9 +986,9 @@ void ScreenEvaluation::CommitScores(
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case course:
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case course:
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{
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{
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Course* pCourse = GAMESTATE->m_pCurCourse;
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Course* pCourse = GAMESTATE->m_pCurCourse;
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ASSERT( pCourse );
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CourseDifficulty cd = GAMESTATE->m_PreferredCourseDifficulty[p];
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CourseDifficulty cd = GAMESTATE->m_PreferredCourseDifficulty[p];
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Trail *pTrail = pCourse->GetTrail( st, cd );
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Trail *pTrail = pCourse->GetTrail( st, cd );
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ASSERT( pCourse );
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ASSERT( pTrail );
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ASSERT( pTrail );
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pHSL = &pProfile->GetCourseHighScoreList( pCourse, pTrail );
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pHSL = &pProfile->GetCourseHighScoreList( pCourse, pTrail );
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}
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}
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@@ -184,6 +184,7 @@ void ScreenGameplay::Init()
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if( GAMESTATE->IsCourseMode() )
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if( GAMESTATE->IsCourseMode() )
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{
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{
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Course* pCourse = GAMESTATE->m_pCurCourse;
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Course* pCourse = GAMESTATE->m_pCurCourse;
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ASSERT( pCourse );
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const StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
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const StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
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/* Increment the play count. */
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/* Increment the play count. */
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@@ -33,6 +33,8 @@ void TrailID::FromTrail( const Trail *p )
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Trail *TrailID::ToTrail( const Course *p, bool bAllowNull ) const
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Trail *TrailID::ToTrail( const Course *p, bool bAllowNull ) const
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{
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{
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ASSERT( p );
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if( st == STEPS_TYPE_INVALID || cd == COURSE_DIFFICULTY_INVALID )
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if( st == STEPS_TYPE_INVALID || cd == COURSE_DIFFICULTY_INVALID )
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return NULL;
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return NULL;
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