SortOrder_INVALID, NUM_SortOrder
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@@ -49,7 +49,7 @@ void GameCommand::Init()
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m_pCourse = NULL;
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m_pTrail = NULL;
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m_pCharacter = NULL;
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m_SortOrder = SORT_INVALID;
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m_SortOrder = SortOrder_INVALID;
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m_sUnlockEntryID = "";
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m_sSoundPath = "";
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m_vsScreensToPrepare.clear();
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@@ -135,7 +135,7 @@ bool GameCommand::DescribesCurrentMode( PlayerNumber pn ) const
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return false;
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if( !m_sSongGroup.empty() && GAMESTATE->m_sPreferredSongGroup != m_sSongGroup )
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return false;
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if( m_SortOrder != SORT_INVALID && GAMESTATE->m_PreferredSortOrder != m_SortOrder )
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if( m_SortOrder != SortOrder_INVALID && GAMESTATE->m_PreferredSortOrder != m_SortOrder )
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return false;
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if( m_iWeightPounds != -1 && PROFILEMAN->GetProfile(pn)->m_iWeightPounds != m_iWeightPounds )
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return false;
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@@ -332,7 +332,7 @@ void GameCommand::LoadOne( const Command& cmd )
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else if( sName == "sort" )
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{
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m_SortOrder = StringToSortOrder( sValue );
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if( m_SortOrder == SORT_INVALID )
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if( m_SortOrder == SortOrder_INVALID )
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{
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m_sInvalidReason = ssprintf( "SortOrder \"%s\" is not valid.", sValue.c_str() );
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m_bInvalid |= true;
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@@ -727,7 +727,7 @@ void GameCommand::ApplySelf( const vector<PlayerNumber> &vpns ) const
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}
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if( !m_sSongGroup.empty() )
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GAMESTATE->m_sPreferredSongGroup.Set( m_sSongGroup );
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if( m_SortOrder != SORT_INVALID )
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if( m_SortOrder != SortOrder_INVALID )
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GAMESTATE->m_PreferredSortOrder = m_SortOrder;
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if( !m_sUnlockEntryID.empty() )
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UNLOCKMAN->UnlockEntryID( m_sUnlockEntryID );
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@@ -805,7 +805,7 @@ bool GameCommand::IsZero() const
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m_pCharacter != NULL ||
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m_CourseDifficulty != DIFFICULTY_INVALID ||
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!m_sSongGroup.empty() ||
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m_SortOrder != SORT_INVALID ||
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m_SortOrder != SortOrder_INVALID ||
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m_iWeightPounds != -1 ||
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m_iGoalCalories != -1 ||
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m_GoalType != GoalType_INVALID ||
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@@ -146,7 +146,7 @@ static const char *SortOrderNames[] = {
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"Endless",
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"Roulette",
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};
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XToString( SortOrder, NUM_SORT_ORDERS );
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XToString( SortOrder, NUM_SortOrder );
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StringToX( SortOrder );
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static void LuaSortOrder(lua_State* L)
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@@ -115,11 +115,11 @@ enum SortOrder
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SORT_ONI_COURSES,
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SORT_ENDLESS_COURSES,
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SORT_ROULETTE,
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NUM_SORT_ORDERS,
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SORT_INVALID
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NUM_SortOrder,
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SortOrder_INVALID
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};
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const SortOrder MAX_SELECTABLE_SORT = (SortOrder)(SORT_ROULETTE-1);
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#define FOREACH_SortOrder( so ) FOREACH_ENUM( SortOrder, NUM_SORT_ORDERS, so )
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#define FOREACH_SortOrder( so ) FOREACH_ENUM( SortOrder, NUM_SortOrder, so )
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const RString& SortOrderToString( SortOrder so );
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SortOrder StringToSortOrder( const RString& str );
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@@ -202,7 +202,7 @@ void GameState::Reset()
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m_PreferredDifficulty[p].Set( DIFFICULTY_INVALID );
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m_PreferredCourseDifficulty[p].Set( DIFFICULTY_MEDIUM );
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}
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m_SortOrder.Set( SORT_INVALID );
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m_SortOrder.Set( SortOrder_INVALID );
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m_PreferredSortOrder = GetDefaultSort();
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m_PlayMode.Set( PLAY_MODE_INVALID );
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m_EditMode = EditMode_INVALID;
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@@ -390,7 +390,7 @@ void GameState::PlayersFinalized()
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ApplyPreferredModifiers( pn, sModifiers );
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}
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// Only set the sort order if it wasn't already set by a GameCommand (or by an earlier profile)
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if( m_PreferredSortOrder == SORT_INVALID && pProfile->m_SortOrder != SORT_INVALID )
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if( m_PreferredSortOrder == SortOrder_INVALID && pProfile->m_SortOrder != SortOrder_INVALID )
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m_PreferredSortOrder = pProfile->m_SortOrder;
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if( pProfile->m_LastDifficulty != DIFFICULTY_INVALID )
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m_PreferredDifficulty[pn].Set( pProfile->m_LastDifficulty );
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@@ -16,7 +16,7 @@ MusicSortDisplay::MusicSortDisplay()
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void MusicSortDisplay::Set( SortOrder so )
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{
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if( so == SORT_INVALID )
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if( so == SortOrder_INVALID )
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this->UnloadTexture();
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else
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Load( THEME->GetPathG("MusicSortDisplay",SortOrderToString(so)) );
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@@ -61,7 +61,7 @@ static SortOrder ForceAppropriateSort( PlayMode pm, SortOrder so )
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case SORT_ONI_COURSES:
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case SORT_NONSTOP_COURSES:
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case SORT_ENDLESS_COURSES:
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so = SORT_INVALID;
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so = SortOrder_INVALID;
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break;
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}
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@@ -147,13 +147,13 @@ void MusicWheel::BeginScreen()
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/* Never start in the mode menu; some elements may not initialize correctly. */
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if( GAMESTATE->m_SortOrder == SORT_MODE_MENU )
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GAMESTATE->m_SortOrder.Set( SORT_INVALID );
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GAMESTATE->m_SortOrder.Set( SortOrder_INVALID );
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GAMESTATE->m_SortOrder.Set( ForceAppropriateSort(GAMESTATE->m_PlayMode, GAMESTATE->m_SortOrder) );
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/* Only save the sort order if the player didn't already have one. If he did, don't
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* overwrite it. */
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if( GAMESTATE->m_PreferredSortOrder == SORT_INVALID )
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if( GAMESTATE->m_PreferredSortOrder == SortOrder_INVALID )
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GAMESTATE->m_PreferredSortOrder = GAMESTATE->m_SortOrder;
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// HACK: invalidate currently selected song in the case that it
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@@ -825,7 +825,7 @@ void MusicWheel::ChangeMusic( int iDist )
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bool MusicWheel::ChangeSort( SortOrder new_so ) // return true if change successful
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{
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ASSERT( new_so < NUM_SORT_ORDERS );
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ASSERT( new_so < NUM_SortOrder );
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if( GAMESTATE->m_SortOrder == new_so )
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return false;
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@@ -61,7 +61,7 @@ protected:
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virtual void UpdateSwitch();
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vector<WheelItemData *> m_WheelItemDatas[NUM_SORT_ORDERS];
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vector<WheelItemData *> m_WheelItemDatas[NUM_SortOrder];
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const WheelItemData *GetCurWheelItemData( int i ) { return (const WheelItemData *) m_CurWheelItemData[i]; }
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RString m_sLastModeMenuItem;
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@@ -99,7 +99,7 @@ void Profile::InitGeneralData()
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{
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m_sGuid = MakeGuid();
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m_SortOrder = SORT_INVALID;
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m_SortOrder = SortOrder_INVALID;
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m_LastDifficulty = DIFFICULTY_INVALID;
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m_LastCourseDifficulty = DIFFICULTY_INVALID;
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m_lastSong.Unset();
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@@ -884,7 +884,7 @@ void ScreenSelectMusic::AfterMusicChange()
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g_bWantFallbackCdTitle = false;
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bool bWantBanner = true;
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static SortOrder s_lastSortOrder = SORT_INVALID;
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static SortOrder s_lastSortOrder = SortOrder_INVALID;
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if( GAMESTATE->m_SortOrder != s_lastSortOrder )
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{
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// Reload to let Lua metrics have a chance to change the help text.
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