try to avoid messing with the player's preferred difficulty when locking
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@@ -961,6 +961,12 @@ void ScreenSelectMusic::SwitchToPreferredDifficulty()
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CLAMP( iSelection, 0, m_vpTrails.size()-1 );
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}
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}
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if( GAMESTATE->DifficultiesLocked() )
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{
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FOREACH_HumanPlayer( p )
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m_iSelection[p] = m_iSelection[GAMESTATE->m_MasterPlayerNumber];
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}
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}
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template<class T>
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@@ -991,17 +997,6 @@ void ScreenSelectMusic::AfterMusicChange()
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if( !m_MusicWheel.IsRouletting() )
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m_MenuTimer->Stall();
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// lock difficulties. When switching from arcade to rave, we need to
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// enforce that all players are at the same difficulty.
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if( GAMESTATE->DifficultiesLocked() )
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{
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FOREACH_HumanPlayer( p )
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{
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m_iSelection[p] = m_iSelection[0];
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GAMESTATE->m_PreferredDifficulty[p] = GAMESTATE->m_PreferredDifficulty[0];
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}
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}
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Song* pSong = m_MusicWheel.GetSelectedSong();
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GAMESTATE->m_pCurSong.Set( pSong );
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if( pSong )
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