Changed Steps picking logic in ScreenGameplaySyncMachine; now playable Steps are chosen, instead of whatever NoteData happens to be first.
Also added pump-single data to ScreenGameplaySyncMachine music.sm.
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@@ -24,8 +24,11 @@ void ScreenGameplaySyncMachine::Init()
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m_Song.TidyUpData();
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GAMESTATE->m_pCurSong.Set( &m_Song );
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Steps *pSteps = SongUtil::GetOneSteps( &m_Song );
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ASSERT( pSteps );
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// needs proper StepsType - freem
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vector<Steps*> vpSteps;
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SongUtil::GetPlayableSteps( &m_Song, vpSteps );
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ASSERT(vpSteps.size() > 0);
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Steps *pSteps = vpSteps[0];
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GAMESTATE->m_pCurSteps[0].Set( pSteps );
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GamePreferences::m_AutoPlay.Set( PC_HUMAN );
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