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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@@ -74,7 +74,7 @@ static void SetNextCombination()
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GAMESTATE->m_stEdit.Set( curVal.st );
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GAMESTATE->m_cdEdit.Set( curVal.cd );
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// XXX Testing.
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SCREENMAN->SystemMessage( ssprintf("%s, %s", GameManager::GetStepsTypeInfo(curVal.st).szName, DifficultyToString(curVal.cd).c_str()) );
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SCREENMAN->SystemMessage( ssprintf("%s, %s", GAMEMAN->GetStepsTypeInfo(curVal.st).szName, DifficultyToString(curVal.cd).c_str()) );
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EditCourseUtil::UpdateAndSetTrail();
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}
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@@ -92,17 +92,18 @@ void ScreenOptionsManageCourses::Init()
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}
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void ScreenOptionsManageCourses::BeginScreen()
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{
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{
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vector<const Style*> vpStyles;
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GAMEMAN->GetStylesForGame( GAMESTATE->m_pCurGame, vpStyles );
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const Style *pStyle = vpStyles[0];
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GAMESTATE->SetCurrentStyle( pStyle );
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if( GAMESTATE->m_stEdit == StepsType_Invalid ||
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GAMESTATE->m_cdEdit == Difficulty_Invalid )
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{
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SetNextCombination();
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}
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vector<const Style*> vpStyles;
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GameManager::GetStylesForGame( GAMESTATE->m_pCurGame, vpStyles );
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const Style *pStyle = vpStyles[0];
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GAMESTATE->SetCurrentStyle( pStyle );
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// Remember the current course. All Course pointers will be invalidated when we load the machine profile below.
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