move screen flow logic into branches, not PlayMode specific metrics
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@@ -20,8 +20,8 @@
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#include "CodeDetector.h"
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#define PREV_SCREEN( play_mode ) THEME->GetMetric ("ScreenPlayerOptions","PrevScreen"+Capitalize(PlayModeToString(play_mode)))
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#define NEXT_SCREEN( play_mode ) THEME->GetMetric ("ScreenPlayerOptions","NextScreen"+Capitalize(PlayModeToString(play_mode)))
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#define PREV_SCREEN THEME->GetMetric ("ScreenPlayerOptions","PrevScreen")
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#define NEXT_SCREEN THEME->GetMetric ("ScreenPlayerOptions","NextScreen")
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ScreenPlayerOptions::ScreenPlayerOptions( CString sClassName ) :
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ScreenOptionsMaster( sClassName )
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@@ -68,7 +68,7 @@ void ScreenPlayerOptions::GoToPrevState()
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if( GAMESTATE->m_bEditing )
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SCREENMAN->PopTopScreen();
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else
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SCREENMAN->SetNewScreen( PREV_SCREEN(GAMESTATE->m_PlayMode) );
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SCREENMAN->SetNewScreen( PREV_SCREEN );
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}
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void ScreenPlayerOptions::GoToNextState()
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@@ -80,7 +80,7 @@ void ScreenPlayerOptions::GoToNextState()
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GAMESTATE->AdjustFailType();
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if( m_bGoToOptions )
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SCREENMAN->SetNewScreen( NEXT_SCREEN(GAMESTATE->m_PlayMode) );
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SCREENMAN->SetNewScreen( NEXT_SCREEN );
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else
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SCREENMAN->SetNewScreen( ScreenSongOptions::GetNextScreen() );
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}
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