seed and course change in GameState::FinishStage
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@@ -636,6 +636,12 @@ void GameState::FinishStage()
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m_iNumStagesOfThisSong = 0;
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m_iNumStagesOfThisSong = 0;
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// The round has ended; change the seed.
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GAMESTATE->m_iRoundSeed = rand();
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// We have a new seed; courses change.
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SONGMAN->RegenRandomTrailEntries();
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//
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//
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// Add step totals. Use fRadarActual, since the player might have failed partway
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// Add step totals. Use fRadarActual, since the player might have failed partway
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// through the song, in which case we don't want to give credit for the rest of the
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// through the song, in which case we don't want to give credit for the rest of the
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@@ -1520,8 +1520,6 @@ void ScreenEvaluation::EndScreen()
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FOREACH_PlayerNumber( p )
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FOREACH_PlayerNumber( p )
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m_Grades[p].SettleImmediately();
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m_Grades[p].SettleImmediately();
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GAMESTATE->m_iRoundSeed = rand();
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if( !PREFSMAN->m_bEventMode )
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if( !PREFSMAN->m_bEventMode )
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{
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{
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switch( m_Type )
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switch( m_Type )
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@@ -68,8 +68,6 @@ ScreenSelectMusic::ScreenSelectMusic( CString sClassName ) : ScreenWithMenuEleme
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_MENU );
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_MENU );
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SONGMAN->RegenRandomTrailEntries();
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m_DisplayMode = GAMESTATE->IsCourseMode() ? DISPLAY_COURSES : DISPLAY_SONGS;
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m_DisplayMode = GAMESTATE->IsCourseMode() ? DISPLAY_COURSES : DISPLAY_SONGS;
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/* Finish any previous stage. It's OK to call this when we havn't played a stage yet.
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/* Finish any previous stage. It's OK to call this when we havn't played a stage yet.
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