simplify
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@@ -258,9 +258,9 @@ done:
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LUA->Release(L);
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}
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void PaneDisplay::SetFromGameState( SortOrder so )
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void PaneDisplay::SetFromGameState()
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{
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m_SortOrder = so;
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m_SortOrder = GAMESTATE->m_SortOrder;
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SetFocus( GetPane() );
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/* Don't update text that doesn't apply to the current mode. It's still tweening off. */
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@@ -320,7 +320,7 @@ class LunaPaneDisplay: public Luna<PaneDisplay>
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public:
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LunaPaneDisplay() { LUA->Register( Register ); }
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static int SetFromGameState( T* p, lua_State *L ) { p->SetFromGameState(SORT_PREFERRED); return 0; }
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static int SetFromGameState( T* p, lua_State *L ) { p->SetFromGameState(); return 0; }
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static void Register(lua_State *L)
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{
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@@ -54,7 +54,7 @@ public:
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virtual Actor *Copy() const;
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void Load( const RString &sMetricsGroup, PlayerNumber pn );
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void SetFromGameState( SortOrder so );
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void SetFromGameState();
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void LoadFromNode( const RString &sDir, const XNode *pNode );
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@@ -1267,7 +1267,7 @@ void ScreenSelectMusic::AfterStepsChange( const vector<PlayerNumber> &vpns )
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m_GrooveRadar.SetFromSteps( pn, pSteps );
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m_MusicWheel.NotesOrTrailChanged( pn );
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if( SHOW_PANES )
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m_PaneDisplay[pn].SetFromGameState( GAMESTATE->m_SortOrder );
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m_PaneDisplay[pn].SetFromGameState();
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}
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}
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@@ -1318,7 +1318,7 @@ void ScreenSelectMusic::AfterTrailChange( const vector<PlayerNumber> &vpns )
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m_GrooveRadar.SetEmpty( pn );
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m_MusicWheel.NotesOrTrailChanged( pn );
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if( SHOW_PANES )
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m_PaneDisplay[pn].SetFromGameState( GAMESTATE->m_SortOrder );
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m_PaneDisplay[pn].SetFromGameState();
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}
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}
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@@ -1768,7 +1768,7 @@ void ScreenSelectMusic::SortOrderChanged()
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{
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if( SHOW_PANES )
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FOREACH_HumanPlayer(pn)
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m_PaneDisplay[pn].SetFromGameState( GAMESTATE->m_SortOrder );
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m_PaneDisplay[pn].SetFromGameState();
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switch( GAMESTATE->m_SortOrder )
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{
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