remove default param values to simplify
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@@ -337,7 +337,7 @@ void ScreenNetSelectMusic::MenuDown( PlayerNumber pn, const InputEventType type
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return;
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StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
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vector <Steps *> MultiSteps;
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MultiSteps = GAMESTATE->m_pCurSong->GetAllSteps( st );
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MultiSteps = GAMESTATE->m_pCurSong->GetStepsByStepsType( st );
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if (MultiSteps.size() == 0)
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m_DC[pn] = NUM_DIFFICULTIES;
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else
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@@ -489,7 +489,7 @@ void ScreenNetSelectMusic::MusicChanged()
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m_DC[pn] = GAMESTATE->m_PreferredDifficulty[pn];
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StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
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vector <Steps *> MultiSteps;
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MultiSteps = GAMESTATE->m_pCurSong->GetAllSteps( st );
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MultiSteps = GAMESTATE->m_pCurSong->GetStepsByStepsType( st );
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if (MultiSteps.size() == 0)
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m_DC[pn] = NUM_DIFFICULTIES;
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else
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+12
-4
@@ -826,7 +826,7 @@ void Song::GetSteps(
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if( !iMaxToGet )
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return;
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const vector<Steps*>& vpSteps = GetAllSteps(st);
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const vector<Steps*>& vpSteps = GetStepsByStepsType(st);
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for( unsigned i=0; i<vpSteps.size(); i++ ) // for each of the Song's Steps
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{
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Steps* pSteps = vpSteps[i];
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@@ -875,7 +875,7 @@ Steps* Song::GetSteps(
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Steps* Song::GetStepsByDifficulty( StepsType st, Difficulty dc, bool bIncludeAutoGen ) const
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{
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const vector<Steps*>& vpSteps = GetAllSteps(st);
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const vector<Steps*>& vpSteps = GetStepsByStepsType(st);
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for( unsigned i=0; i<vpSteps.size(); i++ ) // for each of the Song's Steps
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{
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Steps* pSteps = vpSteps[i];
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@@ -893,7 +893,7 @@ Steps* Song::GetStepsByDifficulty( StepsType st, Difficulty dc, bool bIncludeAut
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Steps* Song::GetStepsByMeter( StepsType st, int iMeterLow, int iMeterHigh ) const
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{
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const vector<Steps*>& vpSteps = GetAllSteps(st);
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const vector<Steps*>& vpSteps = GetStepsByStepsType(st);
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for( unsigned i=0; i<vpSteps.size(); i++ ) // for each of the Song's Steps
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{
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Steps* pSteps = vpSteps[i];
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@@ -924,7 +924,7 @@ Steps* Song::GetClosestNotes( StepsType st, Difficulty dc ) const
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{
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ASSERT( dc != DIFFICULTY_INVALID );
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const vector<Steps*>& vpSteps = GetAllSteps(st);
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const vector<Steps*>& vpSteps = GetStepsByStepsType(st);
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Steps *pClosest = NULL;
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int iClosestDistance = 999;
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for( unsigned i=0; i<vpSteps.size(); i++ ) // for each of the Song's Steps
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@@ -1422,6 +1422,13 @@ public:
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CreateTableFromArray<Steps*>( v, L );
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return 1;
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}
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static int GetStepsByStepsType( T* p, lua_State *L )
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{
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StepsType st = (StepsType)IArg(1);
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const vector<Steps*> &v = p->GetStepsByStepsType( st );
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CreateTableFromArray<Steps*>( v, L );
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return 1;
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}
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static int GetSongDir( T* p, lua_State *L ) { lua_pushstring(L, p->GetSongDir() ); return 1; }
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static void Register(lua_State *L)
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@@ -1429,6 +1436,7 @@ public:
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ADD_METHOD( GetFullDisplayTitle )
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ADD_METHOD( GetFullTranslitTitle )
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ADD_METHOD( GetAllSteps )
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ADD_METHOD( GetStepsByStepsType )
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ADD_METHOD( GetSongDir )
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Luna<T>::Register( L );
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}
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@@ -176,7 +176,8 @@ public:
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bool SongCompleteForStyle( const Style *st ) const;
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bool HasStepsType( StepsType st ) const;
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bool HasStepsTypeAndDifficulty( StepsType st, Difficulty dc ) const;
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const vector<Steps*>& GetAllSteps( StepsType st=STEPS_TYPE_INVALID ) const { return st==STEPS_TYPE_INVALID? m_vpSteps:m_vpStepsByType[st]; }
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const vector<Steps*>& GetAllSteps() const { return m_vpSteps; }
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const vector<Steps*>& GetStepsByStepsType( StepsType st ) const { return m_vpStepsByType[st]; }
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void GetSteps(
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vector<Steps*>& arrayAddTo,
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StepsType st = STEPS_TYPE_INVALID,
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