Fix braindead change on my part (though I don't think it actually
broke anything)
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@@ -28,6 +28,21 @@ const int EZ2_COL_SPACING = 46;
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const int EZ2_DOUBLE_ADJUST = 150;
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struct {
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char *name;
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int NumTracks;
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} const NotesTypes[NUM_NOTES_TYPES] = {
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{ "dance-single", 4 },
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{ "dance-double", 8 },
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{ "dance-couple", 8 },
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{ "dance-solo", 6 },
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{ "pump-single", 5 },
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{ "pump-double", 5 },
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{ "ez2-single", 5 }, // Single: TL,LHH,D,RHH,TR
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{ "ez2-single-hard", 5 }, // Single: TL,LHH,D,RHH,TR
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{ "ez2-double", 10 }, // Double: Single x2
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{ "ez2-real", 7 } // Real: TL,LHH,LHL,D,RHL,RHH,TR
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};
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//
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// Important: Every game must define the buttons: "Start", "Back", "MenuLeft", and "MenuRight"
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@@ -972,21 +987,22 @@ void GameManager::GetEnabledGames( CArray<Game,Game>& aGamesOut )
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int GameManager::NotesTypeToNumTracks( NotesType nt )
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{
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for( int i=0; i<NUM_STYLES; i++ )
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if( g_StyleDefs[i].m_NotesType == nt )
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return g_StyleDefs[i].m_iColsPerPlayer;
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// invalid NotesType
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ASSERT(0);
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return -1;
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if(nt >= NUM_NOTES_TYPES)
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{
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// invalid NotesType
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ASSERT(0);
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return -1;
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}
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return NotesTypes[nt].NumTracks;
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}
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NotesType GameManager::StringToNotesType( CString sNotesType )
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{
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sNotesType.MakeLower();
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for( int i=0; i<NUM_STYLES; i++ )
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if( g_StyleDefs[i].m_szStyleName == sNotesType )
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return g_StyleDefs[i].m_NotesType;
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for( int i=0; i<NUM_NOTES_TYPES; i++ )
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if( NotesTypes[i].name == sNotesType )
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return NotesType(i);
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// invalid NotesType
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ASSERT(0);
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@@ -995,13 +1011,14 @@ NotesType GameManager::StringToNotesType( CString sNotesType )
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CString GameManager::NotesTypeToString( NotesType nt )
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{
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for( int i=0; i<NUM_STYLES; i++ )
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if( g_StyleDefs[i].m_NotesType == nt )
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return g_StyleDefs[i].m_szStyleName ;
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if(nt >= NUM_NOTES_TYPES)
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{
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// invalid NotesType
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ASSERT(0);
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return "";
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}
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// invalid NotesType
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ASSERT(0);
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return "";
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return NotesTypes[nt].name;
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}
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/* once we're sure the above lookups works, nuke this */
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