removed a few unused functions
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@@ -56,17 +56,21 @@ public:
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float DancePointsUntilNextUnlock();
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float ArcadePointsUntilNextUnlock();
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float SongPointsUntilNextUnlock();
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// returns # of points till next unlock - used for ScreenUnlock
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SongEntry *FindSong( CString songname );
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// used for screen unlock
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// retrieves a corresponding SongEntry, or NULL if none exists
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bool SongIsLocked( const Song *song );
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bool CourseIsLocked( const Course *course );
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bool SongIsRoulette( const Song *song );
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bool LoadFromDATFile( CString sPath );
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bool CourseIsLocked( const Course *course );
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// used on select screens
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vector<SongEntry> m_SongEntries; // All locked songs are stored here
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bool LoadFromDATFile( CString sPath );
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// executed when program is first executed
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vector<SongEntry> m_SongEntries;
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// All locked songs are stored here
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// functions that add to values
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float UnlockAddAP(Grade credit);
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@@ -78,9 +82,11 @@ public:
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float UnlockFailExtraStage();
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float UnlockClearStage();
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float UnlockToasty();
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bool RouletteUnlock( const Song *song );
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// read and write unlock functions
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bool RouletteUnlock( const Song *song );
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// unlocks given song in roulette
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// read and write unlock in values
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bool ReadValues( CString filename);
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bool WriteValues( CString filename);
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@@ -94,14 +100,13 @@ public:
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float StagesCleared;
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CString RouletteSeeds;
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void DebugPrint();
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private:
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void SortSongEntriesArray(); // sorts unlocks
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bool ParseRow(CString text, CString &type, float &qty, CString &songname);
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SongEntry *FindSong( const Song *pSong );
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SongEntry *FindCourse( const Course *pCourse );
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void InitRouletteSeeds(int MaxRouletteSlot);
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void InitRouletteSeeds(int MaxRouletteSlot);
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// makes RouletteSeeds more efficient
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};
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