const fixes
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@@ -119,7 +119,7 @@ ScreenUnlock::ScreenUnlock( CString sClassName ) : ScreenAttract( sClassName )
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DisplayedSong = UNLOCKMAN->m_SongEntries[i-1].m_sSongName;
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DisplayedSong.MakeUpper();
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UnlockEntry *pSong = UNLOCKMAN->FindLockEntry(DisplayedSong);
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const UnlockEntry *pSong = UNLOCKMAN->FindLockEntry(DisplayedSong);
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if ( pSong == NULL ) // no such song
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continue;
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@@ -247,7 +247,7 @@ ScreenUnlock::ScreenUnlock( CString sClassName ) : ScreenAttract( sClassName )
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}
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DisplayedSong.MakeUpper();
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UnlockEntry *pSong = UNLOCKMAN->FindLockEntry(DisplayedSong);
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const UnlockEntry *pSong = UNLOCKMAN->FindLockEntry(DisplayedSong);
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if (pSong->m_pSong == NULL)
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continue;
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@@ -55,24 +55,24 @@ void UnlockSystem::UnlockSong( const Song *song )
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UnlockCode( p->m_iCode );
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}
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bool UnlockSystem::CourseIsLocked( const Course *course )
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bool UnlockSystem::CourseIsLocked( const Course *course ) const
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{
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if( !PREFSMAN->m_bUseUnlockSystem )
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return false;
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UnlockEntry *p = FindCourse( course );
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const UnlockEntry *p = FindCourse( course );
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if( p == NULL )
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return false;
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return p->IsLocked();
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}
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bool UnlockSystem::SongIsLocked( const Song *song )
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bool UnlockSystem::SongIsLocked( const Song *song ) const
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{
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if( !PREFSMAN->m_bUseUnlockSystem )
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return false;
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UnlockEntry *p = FindSong( song );
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const UnlockEntry *p = FindSong( song );
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if( p == NULL )
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return false;
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@@ -80,7 +80,7 @@ bool UnlockSystem::SongIsLocked( const Song *song )
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}
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/* Return true if the song is available in roulette (overriding #SELECTABLE). */
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bool UnlockSystem::SongIsRoulette( const Song *song )
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bool UnlockSystem::SongIsRoulette( const Song *song ) const
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{
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if( !PREFSMAN->m_bUseUnlockSystem )
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return false;
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@@ -96,7 +96,7 @@ bool UnlockSystem::SongIsRoulette( const Song *song )
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return true;
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}
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UnlockEntry *UnlockSystem::FindLockEntry( CString songname )
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const UnlockEntry *UnlockSystem::FindLockEntry( CString songname ) const
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{
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for( unsigned i = 0; i < m_SongEntries.size(); i++ )
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if( !songname.CompareNoCase(m_SongEntries[i].m_sSongName) )
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@@ -105,7 +105,7 @@ UnlockEntry *UnlockSystem::FindLockEntry( CString songname )
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return NULL;
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}
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UnlockEntry *UnlockSystem::FindSong( const Song *pSong )
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const UnlockEntry *UnlockSystem::FindSong( const Song *pSong ) const
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{
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for( unsigned i = 0; i < m_SongEntries.size(); i++ )
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if( m_SongEntries[i].m_pSong == pSong )
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@@ -114,7 +114,7 @@ UnlockEntry *UnlockSystem::FindSong( const Song *pSong )
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return NULL;
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}
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UnlockEntry *UnlockSystem::FindCourse( const Course *pCourse )
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const UnlockEntry *UnlockSystem::FindCourse( const Course *pCourse ) const
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{
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for(unsigned i = 0; i < m_SongEntries.size(); i++)
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if (m_SongEntries[i].m_pCourse== pCourse )
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@@ -65,33 +65,34 @@ public:
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float SongPointsUntilNextUnlock() const { return PointsUntilNextUnlock(UNLOCK_SONG_POINTS); }
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// Used on select screens:
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bool SongIsLocked( const Song *song );
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bool SongIsRoulette( const Song *song );
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bool CourseIsLocked( const Course *course );
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bool SongIsLocked( const Song *song ) const;
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bool SongIsRoulette( const Song *song ) const;
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bool CourseIsLocked( const Course *course ) const;
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// Gets number of unlocks for title screen
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int GetNumUnlocks() const;
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void UpdateSongs();
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const UnlockEntry *FindLockEntry( CString lockname ) const;
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void GetPoints( const Profile *pProfile, float fScores[NUM_UNLOCK_TYPES] ) const;
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void UnlockCode( int num );
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// unlocks the song's code
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void UnlockSong( const Song *song );
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UnlockEntry *FindLockEntry( CString lockname );
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// All locked songs are stored here
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vector<UnlockEntry> m_SongEntries;
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void GetPoints( const Profile *pProfile, float fScores[NUM_UNLOCK_TYPES] ) const;
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// If global song or course points change, call to update
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void UpdateSongs();
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private:
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// read unlocks
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bool Load();
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UnlockEntry *FindSong( const Song *pSong );
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UnlockEntry *FindCourse( const Course *pCourse );
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const UnlockEntry *FindSong( const Song *pSong ) const;
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const UnlockEntry *FindCourse( const Course *pCourse ) const;
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set<int> m_RouletteCodes; // "codes" which are available in roulette and which unlock if rouletted
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};
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