Add and use accessors for most of Notes.
Don't autogen data until it's needed.
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@@ -262,7 +262,7 @@ void ScreenEz2SelectMusic::EasierDifficulty( PlayerNumber pn )
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m_iSelection[pn]--;
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// the user explicity switched difficulties. Update the preferred difficulty
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GAMESTATE->m_PreferredDifficulty[pn] = m_arrayNotes[pn][ m_iSelection[pn] ]->m_Difficulty;
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GAMESTATE->m_PreferredDifficulty[pn] = m_arrayNotes[pn][ m_iSelection[pn] ]->GetDifficulty();
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// m_soundChangeNotes.Play();
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@@ -282,7 +282,7 @@ void ScreenEz2SelectMusic::HarderDifficulty( PlayerNumber pn )
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m_iSelection[pn]++;
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// the user explicity switched difficulties. Update the preferred difficulty
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GAMESTATE->m_PreferredDifficulty[pn] = m_arrayNotes[pn][ m_iSelection[pn] ]->m_Difficulty;
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GAMESTATE->m_PreferredDifficulty[pn] = m_arrayNotes[pn][ m_iSelection[pn] ]->GetDifficulty();
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// m_soundChangeNotes.Play();
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@@ -320,7 +320,7 @@ void ScreenEz2SelectMusic::AfterNotesChange( PlayerNumber pn )
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Notes* pNotes = m_arrayNotes[pn].empty()? NULL: m_arrayNotes[pn][m_iSelection[pn]];
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if( pNotes != NULL )
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m_PumpDifficultyRating.SetText(ssprintf("Lv.%d",pNotes->m_iMeter));
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m_PumpDifficultyRating.SetText(ssprintf("Lv.%d",pNotes->GetMeter()));
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GAMESTATE->m_pCurNotes[pn] = pNotes;
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