Remove old comments. Bump cache for translit changes.
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+2
-23
@@ -49,7 +49,7 @@
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#define CACHE_DIR BASE_PATH "Cache" SLASH
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#define CACHE_DIR BASE_PATH "Cache" SLASH
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const int FILE_CACHE_VERSION = 129; // increment this when Song or Steps changes to invalidate cache
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const int FILE_CACHE_VERSION = 130; // increment this when Song or Steps changes to invalidate cache
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const float DEFAULT_MUSIC_SAMPLE_LENGTH = 12.f;
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const float DEFAULT_MUSIC_SAMPLE_LENGTH = 12.f;
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@@ -1290,28 +1290,7 @@ static int GetSongSortDifficulty(const Song *pSong)
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vector<Steps*> aNotes;
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vector<Steps*> aNotes;
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pSong->GetSteps( aNotes, GAMESTATE->GetCurrentStyleDef()->m_StepsType );
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pSong->GetSteps( aNotes, GAMESTATE->GetCurrentStyleDef()->m_StepsType );
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// sort by anything but beginner
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/* Sort by the first difficulty found in the following order: */
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/* This makes the sort a little odd; songs can end up in unintuitive places because,
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* for example, of a HARD difficulty with an incorrectly-set meter of 1, or because
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* of challenge steps. */
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/*
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int iEasiestMeter = 1000; // infinity
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for( unsigned i=0; i<aNotes.size(); i++ )
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{
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if(aNotes[i]->GetDifficulty() == DIFFICULTY_BEGINNER)
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continue;
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iEasiestMeter = min( iEasiestMeter, aNotes[i]->GetMeter() );
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}
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// odd case where there are only beginner steps... what to do? should probably
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// act just like it was a 1-footer, even if the beginner steps aren't
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if( iEasiestMeter1 == 1000 )
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iEasiestMeter1 = 1;
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if( iEasiestMeter2 == 1000 )
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iEasiestMeter2 = 1;
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*/
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/* Instead, always sort by the first difficulty found in the following order: */
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const Difficulty d[] = { DIFFICULTY_EASY, DIFFICULTY_MEDIUM, DIFFICULTY_HARD,
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const Difficulty d[] = { DIFFICULTY_EASY, DIFFICULTY_MEDIUM, DIFFICULTY_HARD,
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DIFFICULTY_CHALLENGE, DIFFICULTY_INVALID };
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DIFFICULTY_CHALLENGE, DIFFICULTY_INVALID };
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