GetCurrentStyle()
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@@ -572,7 +572,7 @@ float ArrowEffects::GetZoom( const PlayerState* pPlayerState )
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{
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float fZoom = 1.0f;
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// FIXME: Move the zoom values into Style
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if( GAMESTATE->m_pCurStyle->m_bNeedsZoomOutWith2Players &&
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if( GAMESTATE->GetCurrentStyle()->m_bNeedsZoomOutWith2Players &&
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(GAMESTATE->GetNumSidesJoined()==2 || GAMESTATE->AnyPlayersAreCpu()) )
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fZoom *= 0.6f;
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@@ -117,7 +117,7 @@ bool BeginnerHelper::CanUse()
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if( !DoesFileExist(GetAnimPath((Animation)i)) )
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return false;
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return GAMESTATE->m_pCurStyle->m_bCanUseBeginnerHelper;
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return GAMESTATE->GetCurrentStyle()->m_bCanUseBeginnerHelper;
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}
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bool BeginnerHelper::Initialize( int iDancePadType )
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@@ -79,7 +79,7 @@ bool GameCommand::DescribesCurrentMode( PlayerNumber pn ) const
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{
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if( m_pm != PlayMode_Invalid && GAMESTATE->m_PlayMode != m_pm )
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return false;
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if( m_pStyle && GAMESTATE->m_pCurStyle.Get() != m_pStyle )
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if( m_pStyle && GAMESTATE->GetCurrentStyle() != m_pStyle )
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return false;
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// HACK: don't compare m_dc if m_pSteps is set. This causes problems
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// in ScreenSelectOptionsMaster::ImportOptions if m_PreferredDifficulty
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@@ -255,7 +255,7 @@ void GameCommand::LoadOne( const Command& cmd )
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if( !m_bInvalid )
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{
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Song *pSong = (m_pSong != NULL)? m_pSong:GAMESTATE->m_pCurSong;
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const Style *pStyle = m_pStyle ? m_pStyle : GAMESTATE->m_pCurStyle;
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const Style *pStyle = m_pStyle ? m_pStyle : GAMESTATE->GetCurrentStyle();
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if( pSong == NULL || pStyle == NULL )
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RageException::Throw( "Must set Song and Style to set Steps." );
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@@ -290,7 +290,7 @@ void GameCommand::LoadOne( const Command& cmd )
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if( !m_bInvalid )
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{
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Course *pCourse = (m_pCourse != NULL)? m_pCourse:GAMESTATE->m_pCurCourse;
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const Style *pStyle = m_pStyle ? m_pStyle : GAMESTATE->m_pCurStyle;
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const Style *pStyle = m_pStyle ? m_pStyle : GAMESTATE->GetCurrentStyle();
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if( pCourse == NULL || pStyle == NULL )
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RageException::Throw( "Must set Course and Style to set Steps." );
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@@ -511,7 +511,7 @@ bool GameCommand::IsPlayable( RString *why ) const
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if( m_pm != PlayMode_Invalid || m_pStyle != NULL )
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{
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const PlayMode pm = (m_pm != PlayMode_Invalid) ? m_pm : GAMESTATE->m_PlayMode;
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const Style *style = (m_pStyle != NULL)? m_pStyle: GAMESTATE->m_pCurStyle;
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const Style *style = (m_pStyle != NULL)? m_pStyle: GAMESTATE->GetCurrentStyle();
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if( !AreStyleAndPlayModeCompatible( style, pm ) )
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{
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if( why )
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@@ -63,7 +63,7 @@ RString ModeSwitcher::GetStyleName()
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RString sStyleName;
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RString sDiff[NUM_PLAYERS];
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sStyleName = GAMESTATE->m_pCurStyle->m_szName;
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sStyleName = GAMESTATE->GetCurrentStyle()->m_szName;
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sStyleName.MakeUpper();
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FOREACH_PlayerNumber(i)
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@@ -131,7 +131,7 @@ RString ModeSwitcher::GetNextStyleName()
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{
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if(GAMESTATE->m_PreferredDifficulty[i] != DIFFICULTY_CHALLENGE)
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{
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sStyleName[i] = GAMESTATE->m_pCurStyle->m_szName;
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sStyleName[i] = GAMESTATE->GetCurrentStyle()->m_szName;
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sStyleName[i].MakeUpper();
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switch(GAMESTATE->m_PreferredDifficulty[i])
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@@ -176,7 +176,7 @@ RString ModeSwitcher::GetNextStyleName()
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}
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else
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{
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sStyleName[i] = GAMESTATE->m_pCurStyle->m_szName;
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sStyleName[i] = GAMESTATE->GetCurrentStyle()->m_szName;
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sStyleName[i].MakeUpper();
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sDiff[i] = "Beginner\n";
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@@ -204,7 +204,7 @@ RString ModeSwitcher::GetPrevStyleName()
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{
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if(GAMESTATE->m_PreferredDifficulty[i] != DIFFICULTY_BEGINNER)
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{
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sStyleName[i] = GAMESTATE->m_pCurStyle->m_szName;
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sStyleName[i] = GAMESTATE->GetCurrentStyle()->m_szName;
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sStyleName[i].MakeUpper();
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switch(GAMESTATE->m_PreferredDifficulty[i])
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@@ -249,7 +249,7 @@ RString ModeSwitcher::GetPrevStyleName()
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}
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else
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{
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sStyleName[i] = GAMESTATE->m_pCurStyle->m_szName;
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sStyleName[i] = GAMESTATE->GetCurrentStyle()->m_szName;
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sStyleName[i].MakeUpper();
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sDiff[i] = "Challenge\n";
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@@ -301,7 +301,7 @@ void ModeSwitcher::ChangeMode(PlayerNumber pn, int dir)
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ASSERT( !vPossibleStyles.empty() );
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int index = 0;
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vector<const Style*>::const_iterator iter = find(vPossibleStyles.begin(), vPossibleStyles.end(), GAMESTATE->m_pCurStyle );
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vector<const Style*>::const_iterator iter = find(vPossibleStyles.begin(), vPossibleStyles.end(), GAMESTATE->GetCurrentStyle() );
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if( iter != vPossibleStyles.end() )
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{
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index = iter - vPossibleStyles.begin();
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@@ -874,7 +874,7 @@ void ScreenEdit::Update( float fDeltaTime )
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{
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for( int t=0; t<GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer; t++ ) // for each track
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{
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GameInput GameI = GAMESTATE->m_pCurStyle->StyleInputToGameInput( t, PLAYER_1 );
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GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( t, PLAYER_1 );
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float fSecsHeld = INPUTMAPPER->GetSecsHeld( GameI );
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fSecsHeld = min( fSecsHeld, m_RemoveNoteButtonLastChanged.Ago() );
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if( fSecsHeld == 0 )
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@@ -922,7 +922,7 @@ void ScreenEdit::Update( float fDeltaTime )
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bool bButtonIsBeingPressed = false;
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for( int t=0; t<GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer; t++ ) // for each track
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{
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GameInput GameI = GAMESTATE->m_pCurStyle->StyleInputToGameInput( t, PLAYER_1 );
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GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( t, PLAYER_1 );
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if( INPUTMAPPER->IsBeingPressed(GameI) )
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bButtonIsBeingPressed = true;
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}
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@@ -1910,7 +1910,7 @@ void ScreenEdit::InputRecord( const InputEventPlus &input, EditButton EditB )
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if( input.pn != PLAYER_1 )
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return; // ignore
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const int iCol = GAMESTATE->m_pCurStyle->GameInputToColumn( input.GameI );
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const int iCol = GAMESTATE->GetCurrentStyle()->GameInputToColumn( input.GameI );
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switch( input.type )
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{
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@@ -2064,7 +2064,7 @@ void ScreenEdit::InputPlay( const InputEventPlus &input, EditButton EditB )
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return;
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}
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const int iCol = GAMESTATE->m_pCurStyle->GameInputToColumn( input.GameI );
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const int iCol = GAMESTATE->GetCurrentStyle()->GameInputToColumn( input.GameI );
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if( PREFSMAN->m_AutoPlay != PC_HUMAN || iCol == -1 )
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return;
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@@ -399,7 +399,7 @@ void ScreenGameplay::Init( bool bUseSongBackgroundAndForeground )
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PROFILEMAN->IncrementCoursePlayCount( GAMESTATE->m_pCurCourse, GAMESTATE->m_pCurTrail[p], p );
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STATSMAN->m_CurStageStats.playMode = GAMESTATE->m_PlayMode;
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STATSMAN->m_CurStageStats.pStyle = GAMESTATE->m_pCurStyle;
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STATSMAN->m_CurStageStats.pStyle = GAMESTATE->GetCurrentStyle();
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/* Record combo rollover. */
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FOREACH_EnabledPlayerInfoNotDummy( m_vPlayerInfo, pi )
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@@ -2110,7 +2110,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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* However, if this is also a style button, don't do this. (pump center = start)
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*/
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bool bHoldingGiveUp = false;
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if( GAMESTATE->m_pCurStyle->GameInputToColumn(input.GameI) == Column_INVALID )
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if( GAMESTATE->GetCurrentStyle()->GameInputToColumn(input.GameI) == Column_INVALID )
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{
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bHoldingGiveUp |= ( START_GIVES_UP && input.MenuI == MENU_BUTTON_START );
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bHoldingGiveUp |= ( BACK_GIVES_UP && input.MenuI == MENU_BUTTON_BACK );
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@@ -2169,7 +2169,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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}
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bool bRelease = input.type == IET_RELEASE;
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const int iCol = GAMESTATE->m_pCurStyle->GameInputToColumn( input.GameI );
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const int iCol = GAMESTATE->GetCurrentStyle()->GameInputToColumn( input.GameI );
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if( GAMESTATE->m_bMultiplayer )
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{
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@@ -15,7 +15,7 @@ ScreenGameplayLesson::ScreenGameplayLesson()
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void ScreenGameplayLesson::Init()
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{
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ASSERT( GAMESTATE->m_pCurStyle );
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ASSERT( GAMESTATE->GetCurrentStyle() );
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ASSERT( GAMESTATE->m_pCurSong );
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/* Now that we've set up, init the base class. */
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@@ -182,7 +182,7 @@ ScreenJukebox::ScreenJukebox()
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void ScreenJukebox::Init()
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{
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// ScreeJukeboxMenu must set this
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ASSERT( GAMESTATE->m_pCurStyle );
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ASSERT( GAMESTATE->GetCurrentStyle() );
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GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
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SetSong();
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@@ -345,7 +345,7 @@ void ScreenNameEntry::Input( const InputEventPlus &input )
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if( input.type != IET_FIRST_PRESS )
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return; // ignore
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const int iCol = GAMESTATE->m_pCurStyle->GameInputToColumn( input.GameI );
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const int iCol = GAMESTATE->GetCurrentStyle()->GameInputToColumn( input.GameI );
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if( iCol != Column_INVALID && m_bStillEnteringName[input.pn] )
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{
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int iStringIndex = m_ColToStringIndex[input.pn][iCol];
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@@ -146,7 +146,7 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional()
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{
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ss.vpPlayedSongs.push_back( SONGMAN->GetRandomSong() );
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ss.vpPossibleSongs = ss.vpPlayedSongs;
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ss.pStyle = GAMESTATE->m_pCurStyle;
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ss.pStyle = GAMESTATE->GetCurrentStyle();
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ss.playMode = GAMESTATE->m_PlayMode;
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ASSERT( ss.vpPlayedSongs[0]->GetAllSteps().size() );
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StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
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@@ -99,7 +99,7 @@ void ScreenSelectMusic::Init()
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m_TexturePreload.Load( Banner::SongBannerTexture(THEME->GetPathG("Banner","mode")) );
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}
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if( GAMESTATE->m_pCurStyle == NULL )
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if( GAMESTATE->GetCurrentStyle() == NULL )
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RageException::Throw( "The Style has not been set. A theme must set the Style before loading ScreenSelectMusic." );
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if( GAMESTATE->m_PlayMode == PlayMode_Invalid )
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@@ -47,7 +47,7 @@ void ScreenWithMenuElements::Init()
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SET_XY( m_autoHeader );
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this->AddChild( m_autoHeader );
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if( STYLE_ICON && GAMESTATE->m_pCurStyle )
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if( STYLE_ICON && GAMESTATE->GetCurrentStyle() )
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{
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m_sprStyleIcon.SetName( "StyleIcon" );
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m_sprStyleIcon.Load( THEME->GetPathG("MenuElements",RString("icon ")+GAMESTATE->GetCurrentStyle()->m_szName) );
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@@ -57,7 +57,7 @@ void ScreenWithMenuElements::Init()
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this->AddChild( &m_sprStyleIcon );
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}
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if( SHOW_STAGE && GAMESTATE->m_pCurStyle )
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if( SHOW_STAGE && GAMESTATE->GetCurrentStyle() )
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{
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m_sprStage.Load( THEME->GetPathG(m_sName,"stage") );
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m_sprStage->SetName( "Stage" );
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