Fix extra stage difficulty; simplify
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@@ -751,10 +751,8 @@ void ScreenSelectMusic::AfterNotesChange( PlayerNumber pn )
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// m_BPMDisplay.BeginTweening( 0.2f );
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// m_BPMDisplay.SetZoomY( 1.2f );
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Notes* m_pNotes = GAMESTATE->m_pCurNotes[pn];
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if( m_pNotes && SONGMAN->IsUsingMemoryCard(pn) )
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m_textHighScore[pn].SetText( ssprintf("%*i", NUM_SCORE_DIGITS, m_pNotes->m_MemCardScores[pn].iScore) );
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if( pNotes && SONGMAN->IsUsingMemoryCard(pn) )
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m_textHighScore[pn].SetText( ssprintf("%*i", NUM_SCORE_DIGITS, pNotes->m_MemCardScores[pn].iScore) );
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m_DifficultyIcon[pn].SetFromNotes( pn, pNotes );
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if( pNotes && pNotes->IsAutogen() )
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@@ -778,6 +776,14 @@ void ScreenSelectMusic::SwitchToPreferredDifficulty()
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if( !GAMESTATE->IsHumanPlayer( PlayerNumber(p) ) )
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continue;
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if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
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{
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/* Extra stage; just keep the difficulty selected by
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* SongManager::GetExtraStageInfo. */
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m_iSelection[p] = GAMESTATE->m_pCurNotes[p]->GetDifficulty();
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continue;
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}
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/* Find the closest match to the user's preferred difficulty. */
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int CurDifference = -1;
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for( unsigned i=0; i<m_arrayNotes[p].size(); i++ )
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@@ -875,8 +881,7 @@ void ScreenSelectMusic::AfterMusicChange()
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m_DifficultyDisplay.SetDifficulties( pSong, GAMESTATE->GetCurrentStyleDef()->m_NotesType );
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if( !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() )
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SwitchToPreferredDifficulty();
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SwitchToPreferredDifficulty();
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/* Short delay before actually showing these, so they don't show
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* up when scrolling fast. It'll still show up in "slow" scrolling,
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