add StoreSelectedOptions and RestoreSelectedOptions
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@@ -303,3 +303,23 @@ void GameState::GetFinalEvalStatsAndSongs( StageStats& statsOut, vector<Song*>&
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}
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}
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}
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}
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}
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}
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/* XXX: Should we store song options, too? */
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/* Store the player's preferred options. This is called at the very beginning
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* of gameplay. */
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void GameState::StoreSelectedOptions()
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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GAMESTATE->m_SelectedOptions[p] = GAMESTATE->m_PlayerOptions[p];
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}
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/* Restore the preferred options. This is called after a song ends, before
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* setting new course options, so options from one song don't carry into the
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* next and we default back to the preferred options. This is also called
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* at the end of gameplay to restore options. */
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void GameState::RestoreSelectedOptions()
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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GAMESTATE->m_PlayerOptions[p] = GAMESTATE->m_SelectedOptions[p];
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GAMESTATE->m_SongOptions.Init();
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}
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@@ -80,6 +80,9 @@ public:
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RageColor GetStageColor();
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RageColor GetStageColor();
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int GetCourseSongIndex();
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int GetCourseSongIndex();
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void StoreSelectedOptions();
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void RestoreSelectedOptions();
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//
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//
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// State Info used during gameplay
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// State Info used during gameplay
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//
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//
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