cleanups, fix memleaks
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@@ -39,10 +39,6 @@ struct UnlockEntry
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bool isLocked; // cached locked tag
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bool IsCourse() const { return m_pCourse != NULL; }
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// if song is selectable vai two means
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bool SelectableWheel() const;
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bool SelectableRoulette() const;
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void UpdateLocked(); // updates isLocked
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void UpdateData();
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@@ -68,10 +64,10 @@ public:
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*/
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UnlockSystem();
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// returns # of points till next unlock - used for ScreenUnlock
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float DancePointsUntilNextUnlock();
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float ArcadePointsUntilNextUnlock();
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float SongPointsUntilNextUnlock();
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// returns # of points till next unlock - used for ScreenUnlock
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// Used on select screens:
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bool SongIsLocked( const Song *song );
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@@ -95,8 +91,8 @@ public:
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float UnlockClearStage();
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float UnlockToasty();
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void RouletteUnlock( const Song *song );
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// unlocks given song in roulette
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void RouletteUnlock( const Song *song );
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// read and write unlock in values
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bool ReadValues( CString filename);
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@@ -106,8 +102,9 @@ public:
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UnlockEntry *FindLockEntry( CString lockname );
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// so class can access FindSong
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friend class ScreenSelectGroup;
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// All locked songs are stored here
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vector<UnlockEntry> m_SongEntries;
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private:
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UnlockEntry *FindSong( const Song *pSong );
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UnlockEntry *FindCourse( const Course *pCourse );
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@@ -115,10 +112,6 @@ private:
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void InitRouletteSeeds(int MaxRouletteSlot);
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// makes RouletteSeeds more efficient
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public: // XXX
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// All locked songs are stored here
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vector<UnlockEntry> m_SongEntries;
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// float m_fScores[NUM_UNLOCK_TYPES];
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// unlock values, cached
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