add pref LockWheelAfterRandom
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@@ -1273,20 +1273,32 @@ void MusicWheel::StartRoulette()
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void MusicWheel::StartRandom()
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{
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/* Shuffle the roulette wheel. */
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RandomGen rnd;
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random_shuffle( m_WheelItemDatas[SORT_ROULETTE].begin(), m_WheelItemDatas[SORT_ROULETTE].end(), rnd );
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if( PREFSMAN->m_bLockWheelAfterRandom )
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{
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/* Shuffle the roulette wheel. */
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RandomGen rnd;
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random_shuffle( m_WheelItemDatas[SORT_ROULETTE].begin(), m_WheelItemDatas[SORT_ROULETTE].end(), rnd );
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SetOpenGroup("", SongSortOrder(SORT_ROULETTE));
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SetOpenGroup("", SongSortOrder(SORT_ROULETTE));
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m_Moving = -1;
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m_TimeBeforeMovingBegins = 0;
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m_SpinSpeed = 1.0f/ROULETTE_SWITCH_SECONDS;
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m_SpinSpeed *= 20.0f; /* faster! */
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m_WheelState = STATE_RANDOM_SPINNING;
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m_Moving = -1;
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m_TimeBeforeMovingBegins = 0;
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m_SpinSpeed = 1.0f/ROULETTE_SWITCH_SECONDS;
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m_SpinSpeed *= 20.0f; /* faster! */
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m_WheelState = STATE_RANDOM_SPINNING;
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this->Select();
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RebuildMusicWheelItems();
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this->Select();
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RebuildMusicWheelItems();
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}
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else
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{
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m_iSelection = rand() % m_CurWheelItemData.size();
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m_fPositionOffsetFromSelection = 0;
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m_WheelState = STATE_SELECTING_MUSIC;
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m_soundStart.Play();
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SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
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RebuildMusicWheelItems();
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}
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}
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void MusicWheel::SetOpenGroup(CString group, SongSortOrder so)
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