SwitchToPreferredDifficulty -> SwitchToPreferredSongDifficulty
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@@ -949,6 +949,9 @@ void ScreenSelectMusic::ChangeDifficulty( PlayerNumber pn, int dir )
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case TYPE_RANDOM:
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case TYPE_ROULETTE:
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case TYPE_LEAP:
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/* XXX: We could be on a music or course sort, or even one with both; we don't
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* really know which difficulty to change. Maybe the two difficulties should be
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* linked ... */
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if( GAMESTATE->ChangeDifficulty( pn, dir ) )
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{
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if( dir < 0 )
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@@ -1228,13 +1231,10 @@ void ScreenSelectMusic::AfterNotesChange( PlayerNumber pn )
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m_PaneDisplay[pn].SetFromGameState();
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}
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void ScreenSelectMusic::SwitchToPreferredDifficulty()
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void ScreenSelectMusic::SwitchToPreferredSongDifficulty()
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{
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FOREACH_PlayerNumber( p )
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FOREACH_HumanPlayer( p )
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{
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if( !GAMESTATE->IsHumanPlayer( PlayerNumber(p) ) )
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continue;
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/* Find the closest match to the user's preferred difficulty. */
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int CurDifference = -1;
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for( unsigned i=0; i<m_arrayNotes.size(); i++ )
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@@ -1404,7 +1404,7 @@ void ScreenSelectMusic::AfterMusicChange()
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m_DifficultyDisplay.SetDifficulties( pSong, GAMESTATE->GetCurrentStyleDef()->m_StepsType );
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SwitchToPreferredDifficulty();
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SwitchToPreferredSongDifficulty();
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/* Short delay before actually showing these, so they don't show
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* up when scrolling fast. It'll still show up in "slow" scrolling,
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@@ -61,7 +61,7 @@ protected:
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void ChangeDifficulty( PlayerNumber pn, int dir );
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void AfterNotesChange( PlayerNumber pn );
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void SwitchToPreferredDifficulty();
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void SwitchToPreferredSongDifficulty();
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void AfterMusicChange();
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void SortOrderChanged();
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