add SORT_CHALLENGE_METER
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@@ -437,6 +437,7 @@ void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas
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case SORT_EASY_METER:
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case SORT_MEDIUM_METER:
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case SORT_HARD_METER:
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case SORT_CHALLENGE_METER:
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{
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///////////////////////////////////
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// Make an array of Song*, then sort them
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@@ -501,6 +502,9 @@ void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas
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case SORT_HARD_METER:
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SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_HARD );
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break;
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case SORT_CHALLENGE_METER:
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SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_CHALLENGE );
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break;
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default:
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ASSERT(0); // unhandled SortOrder
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}
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@@ -904,6 +908,7 @@ void MusicWheel::Update( float fDeltaTime )
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case SORT_EASY_METER:
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case SORT_MEDIUM_METER:
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case SORT_HARD_METER:
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case SORT_CHALLENGE_METER:
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case SORT_ALL_COURSES:
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case SORT_NONSTOP_COURSES:
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case SORT_ONI_COURSES:
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@@ -923,30 +928,18 @@ void MusicWheel::Update( float fDeltaTime )
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}
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// Change difficulty for sorts by meter
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Difficulty dc = DIFFICULTY_INVALID;
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switch( GAMESTATE->m_SongSortOrder )
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{
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case SORT_EASY_METER:
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsPlayerEnabled(p) )
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GAMESTATE->m_PreferredDifficulty[p] = DIFFICULTY_EASY;
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}
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break;
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case SORT_MEDIUM_METER:
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsPlayerEnabled(p) )
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GAMESTATE->m_PreferredDifficulty[p] = DIFFICULTY_MEDIUM;
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}
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break;
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case SORT_HARD_METER:
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsPlayerEnabled(p) )
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GAMESTATE->m_PreferredDifficulty[p] = DIFFICULTY_HARD;
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}
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break;
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case SORT_EASY_METER: dc = DIFFICULTY_EASY; break;
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case SORT_MEDIUM_METER: dc = DIFFICULTY_MEDIUM; break;
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case SORT_HARD_METER: dc = DIFFICULTY_HARD; break;
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case SORT_CHALLENGE_METER: dc = DIFFICULTY_CHALLENGE; break;
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}
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if( dc != DIFFICULTY_INVALID )
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for( int p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsPlayerEnabled(p) )
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GAMESTATE->m_PreferredDifficulty[p] = dc;
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SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
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RebuildMusicWheelItems();
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