Integrate C++11 branch into 5_1-new
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+6
-6
@@ -179,7 +179,7 @@ void BPMDisplay::NoBPM()
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void BPMDisplay::SetBpmFromSong( const Song* pSong )
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{
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ASSERT( pSong != NULL );
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ASSERT( pSong != nullptr );
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switch( pSong->m_DisplayBPMType )
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{
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case DISPLAY_BPM_ACTUAL:
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@@ -201,7 +201,7 @@ void BPMDisplay::SetBpmFromSong( const Song* pSong )
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void BPMDisplay::SetBpmFromSteps( const Steps* pSteps )
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{
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ASSERT( pSteps != NULL );
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ASSERT( pSteps != nullptr );
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DisplayBpms bpms;
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float fMinBPM, fMaxBPM;
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pSteps->GetTimingData()->GetActualBPM( fMinBPM, fMaxBPM );
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@@ -212,13 +212,13 @@ void BPMDisplay::SetBpmFromSteps( const Steps* pSteps )
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void BPMDisplay::SetBpmFromCourse( const Course* pCourse )
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{
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ASSERT( pCourse != NULL );
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ASSERT( GAMESTATE->GetCurrentStyle(PLAYER_INVALID) != NULL );
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ASSERT( pCourse != nullptr );
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ASSERT( GAMESTATE->GetCurrentStyle(PLAYER_INVALID) != nullptr );
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StepsType st = GAMESTATE->GetCurrentStyle(PLAYER_INVALID)->m_StepsType;
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Trail *pTrail = pCourse->GetTrail( st );
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// GetTranslitFullTitle because "Crashinfo.txt is garbled because of the ANSI output as usual." -f
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ASSERT_M( pTrail != NULL, ssprintf("Course '%s' has no trail for StepsType '%s'", pCourse->GetTranslitFullTitle().c_str(), StringConversion::ToString(st).c_str() ) );
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ASSERT_M( pTrail != nullptr, ssprintf("Course '%s' has no trail for StepsType '%s'", pCourse->GetTranslitFullTitle().c_str(), StringConversion::ToString(st).c_str() ) );
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m_fCycleTime = (float)COURSE_CYCLE_SPEED;
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@@ -259,7 +259,7 @@ void BPMDisplay::SetFromGameState()
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}
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if( GAMESTATE->m_pCurCourse.Get() )
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{
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if( GAMESTATE->GetCurrentStyle(PLAYER_INVALID) == NULL )
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if( GAMESTATE->GetCurrentStyle(PLAYER_INVALID) == nullptr )
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; // This is true when backing out from ScreenSelectCourse to ScreenTitleMenu. So, don't call SetBpmFromCourse where an assert will fire.
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else
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SetBpmFromCourse( GAMESTATE->m_pCurCourse );
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