fix style table glitches
const fixes
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@@ -1144,8 +1144,8 @@ Style g_Styles[] =
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},
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},
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{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
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{ 0, 3, 2, 1 },
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{ 0, 3, 2, 1 }
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{ 0, 3, 2, 1, Style::END_MAPPING },
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{ 0, 3, 2, 1, Style::END_MAPPING }
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},
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{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
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0, 1, 2, 3
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@@ -1178,8 +1178,8 @@ Style g_Styles[] =
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},
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},
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{
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{ 0, 3, 2, 1 },
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{ 0, 3, 2, 1 }
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{ 0, 3, 2, 1, Style::END_MAPPING },
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{ 0, 3, 2, 1, Style::END_MAPPING }
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},
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{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
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0, 1, 2, 3
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@@ -1254,8 +1254,8 @@ Style g_Styles[] =
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},
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},
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{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
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{ 0, 3, 2, 1 },
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{ 0, 3, 2, 1 }
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{ 0, 3, 2, 1, Style::END_MAPPING },
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{ 0, 3, 2, 1, Style::END_MAPPING }
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},
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{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
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0,1,2,3
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@@ -1292,8 +1292,8 @@ Style g_Styles[] =
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},
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},
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{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
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{ 0, 5, 3, 2, 1, 4 },
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{ 0, 5, 3, 2, 1, 4 }
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{ 0, 5, 3, 2, 1, 4, Style::END_MAPPING },
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{ 0, 5, 3, 2, 1, 4, Style::END_MAPPING }
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},
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{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
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0,1,2,3,4,5
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@@ -1367,8 +1367,8 @@ Style g_Styles[] =
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},
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},
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{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
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{ 0, 5, 3, 2, 1, 4 },
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{ 0, 5, 3, 2, 1, 4 }
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{ 0, 5, 3, 2, 1, 4, Style::END_MAPPING },
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{ 0, 5, 3, 2, 1, 4, Style::END_MAPPING }
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},
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{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
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0,5,1,4,2,3 // outside in
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@@ -1478,7 +1478,7 @@ Style g_Styles[] =
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},
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{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
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{ Style::NO_MAPPING, 1, 0, Style::NO_MAPPING, 2, Style::END_MAPPING },
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{ 3, Style::NO_MAPPING, 5, 4, Style::NO_MAPPING }
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{ 3, Style::NO_MAPPING, 5, 4, Style::NO_MAPPING, Style::END_MAPPING }
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},
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{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
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0,5,2,4,3,1
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@@ -1523,8 +1523,8 @@ Style g_Styles[] =
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},
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},
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{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
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{ 1, 3, 2, 0, 4, 6, 8, 7, 5, 9, Style::END_MAPPING },
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{ 1, 3, 2, 0, 4, 6, 8, 7, 5, 9, Style::END_MAPPING },
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{ 1, 3, 2, 0, 4, Style::END_MAPPING },
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{ 6, 8, 7, 5, 9, Style::END_MAPPING },
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},
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{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
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0,2,4,1,3,5,7,9,6,8
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@@ -1798,8 +1798,8 @@ Style g_Styles[] =
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},
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},
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{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
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{ 0, 4, 2, 1, 3, 5, 9, 7, 6, 8, Style::END_MAPPING },
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{ 0, 4, 2, 1, 3, 5, 9, 7, 6, 8, Style::END_MAPPING },
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{ 0, 4, 2, 1, 3, Style::END_MAPPING },
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{ 5, 9, 7, 6, 8, Style::END_MAPPING },
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},
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{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
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2,0,4,1,3,7,5,9,6,8 // This should be from back to front: Down, UpLeft, UpRight, Upper Left Hand, Upper Right Hand
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@@ -2210,8 +2210,8 @@ Style g_Styles[] =
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},
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},
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{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
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{ 1, 2, 0, 3, 5, 6, 4, 7, Style::END_MAPPING },
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{ 1, 2, 0, 3, 5, 6, 4, 7, Style::END_MAPPING },
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{ 1, 2, 0, 3, Style::END_MAPPING },
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{ 5, 6, 4, 7, Style::END_MAPPING },
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},
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{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
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0,1,2,3,4,5,6,7
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@@ -2672,7 +2672,7 @@ GameManager::~GameManager()
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{
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}
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void GameManager::GetStylesForGame( const Game *pGame, vector<const Style*>& aStylesAddTo, bool editor )
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void GameManager::GetStylesForGame( const Game *pGame, vector<const Style*>& aStylesAddTo, bool editor ) const
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{
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for( unsigned s=0; s<NUM_STYLES; s++ )
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{
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@@ -2688,7 +2688,7 @@ void GameManager::GetStylesForGame( const Game *pGame, vector<const Style*>& aSt
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}
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}
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const Style* GameManager::GetEditorStyleForStepsType( StepsType st )
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const Style* GameManager::GetEditorStyleForStepsType( StepsType st ) const
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{
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for( unsigned s=0; s<NUM_STYLES; s++ )
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{
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@@ -2702,7 +2702,7 @@ const Style* GameManager::GetEditorStyleForStepsType( StepsType st )
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}
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void GameManager::GetStepsTypesForGame( const Game *pGame, vector<StepsType>& aStepsTypeAddTo )
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void GameManager::GetStepsTypesForGame( const Game *pGame, vector<StepsType>& aStepsTypeAddTo ) const
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{
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FOREACH_StepsType( st )
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{
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@@ -2720,7 +2720,7 @@ void GameManager::GetStepsTypesForGame( const Game *pGame, vector<StepsType>& aS
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}
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}
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const Style* GameManager::GetDemonstrationStyleForGame( const Game *pGame )
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const Style* GameManager::GetDemonstrationStyleForGame( const Game *pGame ) const
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{
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for( unsigned s=0; s<NUM_STYLES; s++ )
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{
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@@ -2733,7 +2733,7 @@ const Style* GameManager::GetDemonstrationStyleForGame( const Game *pGame )
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return NULL;
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}
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const Style* GameManager::GetHowToPlayStyleForGame( const Game *pGame )
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const Style* GameManager::GetHowToPlayStyleForGame( const Game *pGame ) const
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{
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for( unsigned s=0; s<NUM_STYLES; s++ )
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{
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@@ -2746,7 +2746,7 @@ const Style* GameManager::GetHowToPlayStyleForGame( const Game *pGame )
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return NULL;
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}
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void GameManager::GetEnabledGames( vector<const Game*>& aGamesOut )
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void GameManager::GetEnabledGames( vector<const Game*>& aGamesOut ) const
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{
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for( int g=0; g<NUM_GAMES; g++ )
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{
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@@ -2756,12 +2756,12 @@ void GameManager::GetEnabledGames( vector<const Game*>& aGamesOut )
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}
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}
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const Game* GameManager::GetDefaultGame()
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const Game* GameManager::GetDefaultGame() const
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{
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return &g_Games[0];
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}
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int GameManager::GetIndexFromGame( const Game* pGame )
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int GameManager::GetIndexFromGame( const Game* pGame ) const
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{
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for( int g=0; g<NUM_GAMES; g++ )
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{
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@@ -2772,14 +2772,14 @@ int GameManager::GetIndexFromGame( const Game* pGame )
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return 0;
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}
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const Game* GameManager::GetGameFromIndex( int index )
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const Game* GameManager::GetGameFromIndex( int index ) const
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{
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ASSERT( index >= 0 );
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ASSERT( index < NUM_GAMES );
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return &g_Games[index];
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}
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bool GameManager::IsGameEnabled( const Game *pGame )
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bool GameManager::IsGameEnabled( const Game *pGame ) const
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{
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CStringArray asNoteSkins;
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NOTESKIN->GetNoteSkinNames( pGame, asNoteSkins, false ); /* don't omit default */
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+11
-12
@@ -3,7 +3,6 @@
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#ifndef GAMEMANAGER_H
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#define GAMEMANAGER_H
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class IniFile;
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class Style;
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class Game;
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@@ -15,18 +14,18 @@ public:
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GameManager();
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~GameManager();
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void GetStylesForGame( const Game* pGame, vector<const Style*>& aStylesAddTo, bool editor=false );
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void GetAllStyles( vector<const Style*>& aStylesAddTo, bool editor=false );
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void GetStepsTypesForGame( const Game* pGame, vector<StepsType>& aStepsTypeAddTo );
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const Style* GetEditorStyleForStepsType( StepsType st );
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const Style* GetDemonstrationStyleForGame( const Game* pGame );
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const Style* GetHowToPlayStyleForGame( const Game* pGame );
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void GetStylesForGame( const Game* pGame, vector<const Style*>& aStylesAddTo, bool editor=false ) const;
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void GetAllStyles( vector<const Style*>& aStylesAddTo, bool editor=false ) const;
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void GetStepsTypesForGame( const Game* pGame, vector<StepsType>& aStepsTypeAddTo ) const;
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const Style* GetEditorStyleForStepsType( StepsType st ) const;
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const Style* GetDemonstrationStyleForGame( const Game* pGame ) const;
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const Style* GetHowToPlayStyleForGame( const Game* pGame ) const;
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void GetEnabledGames( vector<const Game*>& aGamesOut );
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const Game* GetDefaultGame();
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bool IsGameEnabled( const Game* pGame );
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int GetIndexFromGame( const Game* pGame );
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const Game* GetGameFromIndex( int index );
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void GetEnabledGames( vector<const Game*>& aGamesOut ) const;
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const Game* GetDefaultGame() const;
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bool IsGameEnabled( const Game* pGame ) const;
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int GetIndexFromGame( const Game* pGame ) const;
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const Game* GetGameFromIndex( int index ) const;
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static int StepsTypeToNumTracks( StepsType st );
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static StepsType StringToStepsType( CString sStepsType );
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@@ -58,7 +58,7 @@ StyleInput Style::GameInputToStyleInput( const GameInput &GameI ) const
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if( m_iInputColumn[0][0] == NO_MAPPING )
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return SI; // Return invalid.
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for( int i = 0; i < GameI.button; ++i )
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for( int i = 0; i <= GameI.button; ++i )
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if( m_iInputColumn[GameI.controller][i] == END_MAPPING )
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return SI; // Return invalid.
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