Apparently MSVC is convinced that there's an important, linking-breaking difference between classes and structs. (Bug#1093, Thanks root670 for the patch!)
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@@ -14,7 +14,7 @@
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struct lua_State;
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struct lua_State;
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class Style;
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class Style;
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class Game;
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struct Game;
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const int MAX_EDIT_COURSE_TITLE_LENGTH = 16;
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const int MAX_EDIT_COURSE_TITLE_LENGTH = 16;
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@@ -4,7 +4,7 @@
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#define FONTMANAGER_H
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#define FONTMANAGER_H
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class Font;
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class Font;
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class Game;
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struct Game;
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class FontManager
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class FontManager
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{
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{
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@@ -16,7 +16,7 @@ class Course;
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class Trail;
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class Trail;
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class Character;
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class Character;
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class Style;
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class Style;
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class Game;
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struct Game;
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struct lua_State;
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struct lua_State;
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int GetNumCreditsPaid();
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int GetNumCreditsPaid();
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@@ -4,7 +4,7 @@
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#define GAMEMANAGER_H
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#define GAMEMANAGER_H
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class Style;
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class Style;
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class Game;
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struct Game;
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struct lua_State;
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struct lua_State;
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#include "GameConstantsAndTypes.h"
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#include "GameConstantsAndTypes.h"
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@@ -19,7 +19,7 @@
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class Character;
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class Character;
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class Course;
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class Course;
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class Game;
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struct Game;
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struct lua_State;
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struct lua_State;
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class LuaTable;
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class LuaTable;
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class PlayerState;
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class PlayerState;
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@@ -4,7 +4,7 @@
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#include "RageInputDevice.h"
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#include "RageInputDevice.h"
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#include "GameInput.h"
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#include "GameInput.h"
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#include "PlayerNumber.h"
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#include "PlayerNumber.h"
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class Game;
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struct Game;
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const int NUM_GAME_TO_DEVICE_SLOTS = 5; // five device inputs may map to one game input
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const int NUM_GAME_TO_DEVICE_SLOTS = 5; // five device inputs may map to one game input
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const int NUM_SHOWN_GAME_TO_DEVICE_SLOTS = 3;
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const int NUM_SHOWN_GAME_TO_DEVICE_SLOTS = 3;
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@@ -7,7 +7,7 @@
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#include "GameInput.h"
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#include "GameInput.h"
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#include "IniFile.h"
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#include "IniFile.h"
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class Game;
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struct Game;
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struct NoteSkinData;
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struct NoteSkinData;
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/** @brief Loads note skins. */
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/** @brief Loads note skins. */
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@@ -59,7 +59,7 @@ class Style;
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class Song;
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class Song;
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class Steps;
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class Steps;
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class Course;
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class Course;
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class Game;
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struct Game;
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/**
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/**
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* @brief Player data that persists between sessions.
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* @brief Player data that persists between sessions.
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*
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*
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@@ -1,7 +1,7 @@
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#ifndef STEP_MANIA_H
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#ifndef STEP_MANIA_H
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#define STEP_MANIA_H
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#define STEP_MANIA_H
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class Game;
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struct Game;
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class RageTimer;
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class RageTimer;
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class VideoModeParams;
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class VideoModeParams;
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@@ -14,7 +14,7 @@ const int MAX_COLS_PER_PLAYER = MAX_NOTE_TRACKS;
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static const int Column_Invalid = -1;
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static const int Column_Invalid = -1;
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class NoteData;
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class NoteData;
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class Game;
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struct Game;
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struct lua_State;
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struct lua_State;
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class Style
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class Style
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