wrap GameState difficulties
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@@ -277,10 +277,10 @@ void ModeSwitcher::ChangeMode(PlayerNumber pn, int dir)
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{
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switch(GAMESTATE->m_PreferredDifficulty[pn])
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{
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case DIFFICULTY_BEGINNER: GAMESTATE->m_PreferredDifficulty[pn] = DIFFICULTY_EASY; break;
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case DIFFICULTY_EASY: GAMESTATE->m_PreferredDifficulty[pn] = DIFFICULTY_MEDIUM; break;
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case DIFFICULTY_MEDIUM: GAMESTATE->m_PreferredDifficulty[pn] = DIFFICULTY_HARD; break;
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case DIFFICULTY_HARD: GAMESTATE->m_PreferredDifficulty[pn] = DIFFICULTY_CHALLENGE; break;
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case DIFFICULTY_BEGINNER: GAMESTATE->m_PreferredDifficulty[pn].Set( DIFFICULTY_EASY ); break;
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case DIFFICULTY_EASY: GAMESTATE->m_PreferredDifficulty[pn].Set( DIFFICULTY_MEDIUM ); break;
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case DIFFICULTY_MEDIUM: GAMESTATE->m_PreferredDifficulty[pn].Set( DIFFICULTY_HARD ); break;
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case DIFFICULTY_HARD: GAMESTATE->m_PreferredDifficulty[pn].Set( DIFFICULTY_CHALLENGE ); break;
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}
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m_Stylename.SetText(GetStyleName());
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m_Nextmode.SetText(GetNextStyleName());
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@@ -290,9 +290,9 @@ void ModeSwitcher::ChangeMode(PlayerNumber pn, int dir)
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else
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{
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if(GAMESTATE->IsPlayerEnabled(PLAYER_1))
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GAMESTATE->m_PreferredDifficulty[PLAYER_1] = DIFFICULTY_CHALLENGE;
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GAMESTATE->m_PreferredDifficulty[PLAYER_1].Set( DIFFICULTY_CHALLENGE );
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if(GAMESTATE->IsPlayerEnabled(PLAYER_2))
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GAMESTATE->m_PreferredDifficulty[PLAYER_2] = DIFFICULTY_CHALLENGE;
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GAMESTATE->m_PreferredDifficulty[PLAYER_2].Set( DIFFICULTY_CHALLENGE );
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}
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}
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