remove Course::HasCourseDifficulty
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@@ -470,25 +470,9 @@ void Course::AutogenOniFromArtist( CString sArtistName, CString sArtistNameTrans
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}
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}
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/*
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* Difficult courses do the following:
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*
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* For entries with a meter range, bump it up by DIFFICULT_METER_CHANGE;
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* eg. 3..6 -> 5..8, with a minimum no higher than MAX_BOTTOM_RANGE.
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*
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* For entries with a difficulty class, use notes one class harder, if they
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* exist. This way, if a static song entry points to a difficulty, we'll always
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* play that song, even if we're on difficult and harder notes don't exist. (The
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* exception is a static song entry with a meter range, but that's not very useful.)
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*/
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bool Course::HasCourseDifficulty( StepsType st, CourseDifficulty cd ) const
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{
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return GetTrail( st, cd ) != NULL;
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}
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bool Course::IsPlayableIn( StepsType st ) const
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{
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return HasCourseDifficulty( st, COURSE_DIFFICULTY_REGULAR );
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return GetTrail( st, COURSE_DIFFICULTY_REGULAR ) != NULL;
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}
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static vector<Song*> GetFilteredBestSongs( StepsType st )
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@@ -834,9 +818,6 @@ void Course::GetTrails( vector<Trail*> &AddTo, StepsType st ) const
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{
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FOREACH_CourseDifficulty( cd )
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{
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if( !HasCourseDifficulty(st, cd) )
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continue;
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Trail *pTrail = GetTrail( st, cd );
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if( pTrail == NULL )
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continue;
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@@ -102,7 +102,6 @@ public:
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bool AllSongsAreFixed() const;
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int GetEstimatedNumStages() const { return m_entries.size(); }
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bool HasCourseDifficulty( StepsType st, CourseDifficulty cd ) const;
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bool IsPlayableIn( StepsType st ) const;
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bool CourseHasBestOrWorst() const;
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RageColor GetColor() const;
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@@ -1740,7 +1740,7 @@ bool GameState::ChangePreferredCourseDifficulty( PlayerNumber pn, int dir )
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return false;
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if( asDiff.find(cd) == asDiff.end() )
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continue; /* not available */
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if( !pCourse || pCourse->HasCourseDifficulty( GAMESTATE->GetCurrentStyleDef()->m_StepsType, cd ) )
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if( !pCourse || pCourse->GetTrail( GAMESTATE->GetCurrentStyleDef()->m_StepsType, cd ) )
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break;
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}
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@@ -301,9 +301,6 @@ int Profile::GetPossibleCourseDancePointsForStepsType( StepsType st ) const
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FOREACH_ShownCourseDifficulty( cd )
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{
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if( !pCourse->HasCourseDifficulty(st,cd) )
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continue;
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Trail* pTrail = pCourse->GetTrail(st,cd);
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if( pTrail == NULL )
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continue;
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