"m_pCurNotes" -> "m_pCurSteps"
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@@ -146,7 +146,7 @@ void GameState::Reset()
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m_pCurSong = NULL;
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FOREACH_PlayerNumber( p )
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m_pCurNotes[p] = NULL;
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m_pCurSteps[p] = NULL;
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m_pCurCourse = NULL;
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FOREACH_PlayerNumber( p )
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m_pCurTrail[p] = NULL;
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@@ -909,8 +909,8 @@ bool GameState::HasEarnedExtraStage() const
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if( !this->IsPlayerEnabled(p) )
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continue; // skip
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if( this->m_pCurNotes[p]->GetDifficulty() != DIFFICULTY_HARD &&
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this->m_pCurNotes[p]->GetDifficulty() != DIFFICULTY_CHALLENGE )
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if( this->m_pCurSteps[p]->GetDifficulty() != DIFFICULTY_HARD &&
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this->m_pCurSteps[p]->GetDifficulty() != DIFFICULTY_CHALLENGE )
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continue; /* not hard enough! */
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/* If "choose EX" is enabled, then we should only grant EX2 if the chosen
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@@ -1054,7 +1054,7 @@ bool GameState::IsDisqualified( PlayerNumber pn )
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{
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return GAMESTATE->m_PlayerOptions[pn].IsEasierForSongAndSteps(
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GAMESTATE->m_pCurSong,
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GAMESTATE->m_pCurNotes[pn] );
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GAMESTATE->m_pCurSteps[pn] );
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}
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}
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@@ -1736,12 +1736,12 @@ Difficulty GameState::GetEasiestNotesDifficulty() const
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Difficulty dc = DIFFICULTY_INVALID;
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FOREACH_HumanPlayer( p )
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{
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if( this->m_pCurNotes[p] == NULL )
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if( this->m_pCurSteps[p] == NULL )
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{
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LOG->Warn( "GetEasiestNotesDifficulty called but p%i hasn't chosen notes", p+1 );
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continue;
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}
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dc = min( dc, this->m_pCurNotes[p]->GetDifficulty() );
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dc = min( dc, this->m_pCurSteps[p]->GetDifficulty() );
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}
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return dc;
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}
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@@ -1778,7 +1778,7 @@ LuaFunction_NoArgs( GetEasiestNotesDifficulty, GAMESTATE->GetEasiestNotesDifficu
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/* Return an integer into SONGMAN->m_pSongs. This lets us do input checking, which we
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* can't easily do if we return pointers. */
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LuaFunction_NoArgs( CurSong, GAMESTATE->m_pCurSong )
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LuaFunction_PlayerNumber( CurSteps, GAMESTATE->m_pCurNotes[pn] )
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LuaFunction_PlayerNumber( CurSteps, GAMESTATE->m_pCurSteps[pn] )
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int LuaFunc_UsingModifier( lua_State *L )
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{
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