hide locked steps
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@@ -242,14 +242,14 @@ void DifficultyList::PositionItems()
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void DifficultyList::SetFromGameState()
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{
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Song *song = GAMESTATE->m_pCurSong;
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Song *pSong = GAMESTATE->m_pCurSong;
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const bool bSongChanged = (song != m_CurSong);
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const bool bSongChanged = (pSong != m_CurSong);
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/* If the song has changed, update displays: */
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if( bSongChanged )
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{
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m_CurSong = song;
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m_CurSong = pSong;
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for( int m = 0; m < MAX_METERS; ++m )
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{
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@@ -258,7 +258,7 @@ void DifficultyList::SetFromGameState()
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m_Rows.clear();
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if( song == NULL )
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if( pSong == NULL )
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{
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// FIXME: This clamps to between the min and the max difficulty, but
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// it really should round to the nearest difficulty that's in
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@@ -280,9 +280,10 @@ void DifficultyList::SetFromGameState()
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else
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{
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vector<Steps*> CurSteps;
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song->GetSteps( CurSteps, GAMESTATE->GetCurrentStyle()->m_StepsType );
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pSong->GetSteps( CurSteps, GAMESTATE->GetCurrentStyle()->m_StepsType );
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/* Should match the sort in ScreenSelectMusic::AfterMusicChange. */
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StepsUtil::RemoveLockedSteps( pSong, CurSteps );
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StepsUtil::SortNotesArrayByDifficulty( CurSteps );
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m_Rows.resize( CurSteps.size() );
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