Fixed small bug that caused difficulty icons to show up incorrectly after the last commit.. ex: lgt, showed as oni/heavy showed as rave, etc..
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@@ -44,7 +44,7 @@ void DifficultyIcon::SetFromNotes( PlayerNumber pn, Notes* pNotes )
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switch( GetNumStates() )
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switch( GetNumStates() )
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{
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{
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case 5: SetState( iStateNo ); break;
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case 5: SetState( iStateNo ); break;
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case 10: SetState( iStateNo*2+pn ); break;
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case 10: SetState( iStateNo ); break;
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default: ASSERT(0);
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default: ASSERT(0);
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}
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}
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}
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}
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@@ -66,8 +66,9 @@ ScreenSelectDifficultyEX::ScreenSelectDifficultyEX() : ScreenSelect( "ScreenSele
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m_sprDifficultyIcon[p].SetY( 200 );
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m_sprDifficultyIcon[p].SetY( 200 );
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m_sprDifficultyIcon[p].SetZoom( 10 );
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m_sprDifficultyIcon[p].SetZoom( 10 );
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m_sprDifficultyIcon[p].SetState( 5 ); // 0=BEG, 1=LGT, 2=STD, 3=HVY, 4=NS/ONI
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m_sprDifficultyIcon[p].SetState( 6 );
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//this->AddChild( &m_sprDifficultyIcon[p] );
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// 0=BEGINNER, 1=LIGHT, 2=STANDARD, 3=HEAVY, 4=NONSTOP/ONI, 5=ENDLESS, 6=RAVE
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this->AddChild( &m_sprDifficultyIcon[p] );
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CLAMP( m_iChoice[p], 0, (int)m_ModeChoices.size()-1 );
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CLAMP( m_iChoice[p], 0, (int)m_ModeChoices.size()-1 );
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m_bChosen[p] = false;
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m_bChosen[p] = false;
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