GROUP_ALL_MUSIC -> GROUP_ALL
use GROUP_ALL as sentinel value in PreferredCourse
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@@ -438,7 +438,7 @@ static void GetSongsFromVector( const vector<Song*> &Songs, vector<Song*> &AddTo
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AddTo.clear();
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for( unsigned i=0; i<Songs.size(); i++ )
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if( sGroupName==GROUP_ALL_MUSIC || sGroupName==Songs[i]->m_sGroupName )
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if( sGroupName==GROUP_ALL || sGroupName==Songs[i]->m_sGroupName )
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if( SongManager::GetNumStagesForSong(Songs[i]) <= iMaxStages )
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AddTo.push_back( Songs[i] );
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}
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@@ -944,12 +944,12 @@ void SongManager::GetExtraStageInfo( bool bExtra2, const Style *sd,
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Song*& pSongOut, Steps*& pStepsOut, PlayerOptions& po_out, SongOptions& so_out )
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{
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CString sGroup = GAMESTATE->m_sPreferredSongGroup;
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if( sGroup == GROUP_ALL_MUSIC )
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if( sGroup == GROUP_ALL )
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{
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if( GAMESTATE->m_pCurSong == NULL )
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{
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/* This normally shouldn't happen, but it's helpful to permit it for testing. */
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LOG->Warn( "GetExtraStageInfo() called in GROUP_ALL_MUSIC, but GAMESTATE->m_pCurSong == NULL" );
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LOG->Warn( "GetExtraStageInfo() called in GROUP_ALL, but GAMESTATE->m_pCurSong == NULL" );
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GAMESTATE->m_pCurSong.Set( SONGMAN->GetRandomSong() );
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}
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sGroup = GAMESTATE->m_pCurSong->m_sGroupName;
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