add Double* difficulty sorts
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@@ -436,7 +436,7 @@ void MusicWheel::BuildWheelItemDatas( vector<MusicWheelItemData *> &arrayWheelIt
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// obey order specified by the preferred sort list
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break;
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case SORT_ROULETTE:
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SongUtil::SortSongPointerArrayByMeter( arraySongs, Difficulty_Easy );
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SongUtil::SortSongPointerArrayByStepsTypeAndMeter( arraySongs, GAMESTATE->m_pCurStyle->m_StepsType, Difficulty_Easy );
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if( (bool)PREFSMAN->m_bPreferredSortUsesGroups )
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stable_sort( arraySongs.begin(), arraySongs.end(), SongUtil::CompareSongPointersByGroup );
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bUseSections = false;
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@@ -469,16 +469,17 @@ void MusicWheel::BuildWheelItemDatas( vector<MusicWheelItemData *> &arrayWheelIt
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SongUtil::SortSongPointerArrayByLength( arraySongs );
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break;
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case SORT_EASY_METER:
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SongUtil::SortSongPointerArrayByMeter( arraySongs, Difficulty_Easy );
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break;
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case SORT_MEDIUM_METER:
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SongUtil::SortSongPointerArrayByMeter( arraySongs, Difficulty_Medium );
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break;
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case SORT_HARD_METER:
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SongUtil::SortSongPointerArrayByMeter( arraySongs, Difficulty_Hard );
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break;
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case SORT_CHALLENGE_METER:
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SongUtil::SortSongPointerArrayByMeter( arraySongs, Difficulty_Challenge );
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case SORT_DOUBLE_EASY_METER:
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case SORT_DOUBLE_MEDIUM_METER:
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case SORT_DOUBLE_HARD_METER:
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case SORT_DOUBLE_CHALLENGE_METER:
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StepsType st;
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Difficulty dc;
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SongUtil::GetStepsTypeAndDifficultyFromSortOrder( so, st, dc );
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SongUtil::SortSongPointerArrayByStepsTypeAndMeter( arraySongs, st, dc );
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break;
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default:
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ASSERT(0); // unhandled SortOrder
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@@ -752,16 +753,11 @@ void MusicWheel::UpdateSwitch()
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//
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// Change difficulty for sorts by meter - XXX: do this with GameCommand?
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//
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Difficulty dc = Difficulty_Invalid;
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switch( GAMESTATE->m_SortOrder )
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{
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case SORT_EASY_METER: dc = Difficulty_Easy; break;
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case SORT_MEDIUM_METER: dc = Difficulty_Medium; break;
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case SORT_HARD_METER: dc = Difficulty_Hard; break;
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case SORT_CHALLENGE_METER: dc = Difficulty_Challenge; break;
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}
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if( dc != Difficulty_Invalid )
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StepsType st;
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Difficulty dc;
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if( SongUtil::GetStepsTypeAndDifficultyFromSortOrder( GAMESTATE->m_SortOrder, st, dc ) )
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{
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ASSERT( dc != Difficulty_Invalid );
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FOREACH_PlayerNumber( p )
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if( GAMESTATE->IsPlayerEnabled(p) )
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GAMESTATE->m_PreferredDifficulty[p].Set( dc );
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