NUM_STEPS_TYPES -> NUM_StepsType
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@@ -75,7 +75,7 @@ static struct
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char *name;
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int NumTracks;
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uint32_t flags;
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} const StepsTypes[NUM_STEPS_TYPES] = {
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} const StepsTypes[NUM_StepsType] = {
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{ "dance-single", 4, ST_FLAGS_NONE },
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{ "dance-double", 8, ST_FLAGS_NONE },
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{ "dance-couple", 8, ST_FLAGS_NONE },
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@@ -2779,13 +2779,13 @@ bool GameManager::IsGameEnabled( const Game *pGame ) const
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int GameManager::StepsTypeToNumTracks( StepsType st )
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{
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ASSERT_M( st < NUM_STEPS_TYPES, ssprintf("%i", st) );
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ASSERT_M( st < NUM_StepsType, ssprintf("%i", st) );
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return StepsTypes[st].NumTracks;
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}
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bool GameManager::CanAutoGenStepsType( StepsType st )
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{
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ASSERT_M( st < NUM_STEPS_TYPES, ssprintf("%d", st) );
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ASSERT_M( st < NUM_StepsType, ssprintf("%d", st) );
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return !(StepsTypes[st].flags & ST_FLAGS_DONT_AUTOGEN);
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}
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@@ -2801,7 +2801,7 @@ StepsType GameManager::StringToStepsType( RString sStepsType )
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if( sStepsType == "para" )
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sStepsType = "para-single";
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for( int i=0; i<NUM_STEPS_TYPES; i++ )
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for( int i=0; i<NUM_StepsType; i++ )
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if( StepsTypes[i].name == sStepsType )
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return StepsType(i);
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@@ -2812,7 +2812,7 @@ StepsType GameManager::StringToStepsType( RString sStepsType )
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RString GameManager::StepsTypeToString( StepsType st )
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{
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ASSERT_M( st < NUM_STEPS_TYPES, ssprintf("%i", st) );
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ASSERT_M( st < NUM_StepsType, ssprintf("%i", st) );
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return StepsTypes[st].name;
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}
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