remove difficulty icons - use DifficultyList to do this
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@@ -379,11 +379,6 @@ t[#t+1] = LoadFont("_numbers2") .. {
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CurrentCourseChangedMessageCommand=cmd(playcommand,"Set");
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};
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--t[#t+1] = LoadActor( "difficulties" ) .. {
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-- InitCommand=cmd(x,SCREEN_CENTER_X-35;y,SCREEN_CENTER_Y-134);
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-- OnCommand=cmd(finishtweening;addx,-SCREEN_WIDTH*0.6;bounceend,0.5;addx,SCREEN_WIDTH*0.6);
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-- OffCommand=cmd(finishtweening;bouncebegin,0.5;addx,-SCREEN_WIDTH*0.6);
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--};
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if not GAMESTATE:IsCourseMode() then
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@@ -1,22 +0,0 @@
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local t = Def.ActorFrame {
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};
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for idx, diff in pairs(Difficulty) do -- 0, Difficulty_Beginner
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t[#t+1] = LoadActor( "_Difficulty icons 6x1" ) .. {
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InitCommand=cmd(pause;setstate,Difficulty:Reverse()[diff]);
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ShowCommand=cmd(stoptweening;linear,0.1;diffusealpha,1);
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HideCommand=cmd(stoptweening;linear,0.1;diffusealpha,0);
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BeginCommand=cmd(y,16*idx);
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SetCommand=function(self)
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local song = GAMESTATE:GetCurrentSong()
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local st = GAMESTATE:GetCurrentStyle():GetStepsType()
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local bHasStepsTypeAndDifficulty =
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song and song:HasStepsTypeAndDifficulty( st, diff );
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self:playcommand( bHasStepsTypeAndDifficulty and "Show" or "Hide" );
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end;
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CurrentSongChangedMessageCommand=cmd(playcommand,"Set");
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};
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end
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return t;
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