ModeMenuAvailable metric removed; change Codes instead.
Merge the sort menu into the mode menu. GAMESTATE->m_SortOrder is now GAMESTATE->m_PreferredSortOrder. Allow the mode menu to have non-mutually-exclusive items.
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@@ -125,12 +125,12 @@ void ScreenNetSelectMusic::Input( const DeviceInput& DeviceI, const InputEventTy
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if ( bHoldingCtrl && ( c >= 'A' ) && ( c <= 'Z' ) )
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{
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SortOrder so = GAMESTATE->m_SortOrder;
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SortOrder so = GAMESTATE->m_PreferredSortOrder;
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if ( ( so != SORT_TITLE ) && ( so != SORT_ARTIST ) )
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so = SORT_TITLE;
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GAMESTATE->m_SortOrder = so;
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GAMESTATE->m_PreferredSortOrder = so;
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m_MusicWheel.SetOpenGroup( ssprintf("%c", c ), so );
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m_MusicWheel.SelectSection( ssprintf("%c", c ) );
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m_MusicWheel.Move( +1 );
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@@ -280,7 +280,7 @@ void ScreenNetSelectMusic::MenuLeft( PlayerNumber pn, const InputEventType type
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if ( type == IET_FIRST_PRESS )
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if ( bLeftAndRightPressed )
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m_MusicWheel.ChangeSort( SORT_SORT_MENU );
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m_MusicWheel.ChangeSort( SORT_MODE_MENU );
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else
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m_MusicWheel.Move( -1 );
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}
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@@ -293,7 +293,7 @@ void ScreenNetSelectMusic::MenuRight( PlayerNumber pn, const InputEventType type
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if ( type == IET_FIRST_PRESS )
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if ( bLeftAndRightPressed )
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m_MusicWheel.ChangeSort( SORT_SORT_MENU );
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m_MusicWheel.ChangeSort( SORT_MODE_MENU );
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else
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m_MusicWheel.Move( +1 );
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}
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