CustomDiffiuclty cleanup, now takes CourseType as a parameter
DifficultyList -> StepsDisplayList Course editor screen cleanup Change GameManager back to singleton for consistency with other classes
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@@ -1053,7 +1053,7 @@ XNode* Profile::SaveGeneralDataCreateNode() const
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pGeneralDataNode->AppendChild( "LastDifficulty", DifficultyToString(m_LastDifficulty) );
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pGeneralDataNode->AppendChild( "LastCourseDifficulty", DifficultyToString(m_LastCourseDifficulty) );
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if( m_LastStepsType != StepsType_Invalid )
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pGeneralDataNode->AppendChild( "LastStepsType", GameManager::GetStepsTypeInfo(m_LastStepsType).szName );
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pGeneralDataNode->AppendChild( "LastStepsType", GAMEMAN->GetStepsTypeInfo(m_LastStepsType).szName );
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pGeneralDataNode->AppendChild( m_lastSong.CreateNode() );
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pGeneralDataNode->AppendChild( m_lastCourse.CreateNode() );
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pGeneralDataNode->AppendChild( "TotalSessions", m_iTotalSessions );
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@@ -1224,7 +1224,7 @@ void Profile::LoadGeneralDataFromNode( const XNode* pNode )
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pNode->GetChildValue( "SortOrder", s ); m_SortOrder = StringToSortOrder( s );
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pNode->GetChildValue( "LastDifficulty", s ); m_LastDifficulty = StringToDifficulty( s );
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pNode->GetChildValue( "LastCourseDifficulty", s ); m_LastCourseDifficulty = StringToDifficulty( s );
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pNode->GetChildValue( "LastStepsType", s ); m_LastStepsType = GameManager::StringToStepsType( s );
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pNode->GetChildValue( "LastStepsType", s ); m_LastStepsType = GAMEMAN->StringToStepsType( s );
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pTemp = pNode->GetChild( "Song" ); if( pTemp ) m_lastSong.LoadFromNode( pTemp );
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pTemp = pNode->GetChild( "Course" ); if( pTemp ) m_lastCourse.LoadFromNode( pTemp );
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pNode->GetChildValue( "TotalSessions", m_iTotalSessions );
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@@ -1564,7 +1564,7 @@ XNode* Profile::SaveCategoryScoresCreateNode() const
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continue;
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XNode* pStepsTypeNode = pNode->AppendChild( "StepsType" );
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pStepsTypeNode->AppendAttr( "Type", GameManager::GetStepsTypeInfo(st).szName );
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pStepsTypeNode->AppendAttr( "Type", GAMEMAN->GetStepsTypeInfo(st).szName );
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FOREACH_ENUM( RankingCategory,rc )
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{
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@@ -1598,7 +1598,7 @@ void Profile::LoadCategoryScoresFromNode( const XNode* pCategoryScores )
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RString str;
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if( !pStepsType->GetAttrValue( "Type", str ) )
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WARN_AND_CONTINUE;
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StepsType st = GameManager::StringToStepsType( str );
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StepsType st = GAMEMAN->StringToStepsType( str );
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if( st == StepsType_Invalid )
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WARN_AND_CONTINUE_M( str );
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