cleanup
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@@ -8,13 +8,9 @@
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#include "RageLog.h"
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#include "RageLog.h"
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#include "GameConstantsAndTypes.h"
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#include "GameConstantsAndTypes.h"
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#include "GameState.h"
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#include "GameState.h"
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#include "RageMath.h"
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#include "ThemeManager.h"
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#include "ThemeManager.h"
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#include "song.h"
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#include "song.h"
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#include "Course.h"
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#include "Course.h"
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#include "RageDisplay.h"
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#include "RageTextureManager.h"
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#include "Banner.h"
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#include "Steps.h"
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#include "Steps.h"
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#include "UnlockManager.h"
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#include "UnlockManager.h"
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#include "GameCommand.h"
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#include "GameCommand.h"
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@@ -52,7 +48,7 @@ MusicWheel::MusicWheel()
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{
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{
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}
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}
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SortOrder ForceAppropriateSort( PlayMode pm, SortOrder so )
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static SortOrder ForceAppropriateSort( PlayMode pm, SortOrder so )
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{
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{
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switch( pm )
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switch( pm )
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{
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{
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@@ -98,14 +94,6 @@ void MusicWheel::Load( CString sType )
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SONGMAN->UpdateRankingCourses();
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SONGMAN->UpdateRankingCourses();
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/*
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// for debugging.
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// Whatever Screen uses MusicWheel should set the Style if it needs to be set.
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if( GAMESTATE->m_CurStyle == NULL )
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GAMESTATE->m_CurStyle = GAMEMAN->STYLE_DANCE_SINGLE;
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*/
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/* We play a lot of this one, so precache it. */
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m_soundChangeSort.Load( THEME->GetPathS(sType,"sort") );
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m_soundChangeSort.Load( THEME->GetPathS(sType,"sort") );
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m_soundExpand.Load( THEME->GetPathS(sType,"expand"), true );
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m_soundExpand.Load( THEME->GetPathS(sType,"expand"), true );
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@@ -124,13 +112,7 @@ void MusicWheel::Load( CString sType )
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Steps* pSteps;
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Steps* pSteps;
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PlayerOptions po;
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PlayerOptions po;
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SongOptions so;
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SongOptions so;
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SONGMAN->GetExtraStageInfo(
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SONGMAN->GetExtraStageInfo( GAMESTATE->IsExtraStage2(), GAMESTATE->GetCurrentStyle(), pSong, pSteps, &po, &so );
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GAMESTATE->IsExtraStage2(),
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GAMESTATE->GetCurrentStyle(),
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pSong,
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pSteps,
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&po,
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&so );
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GAMESTATE->m_pCurSong.Set( pSong );
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GAMESTATE->m_pCurSong.Set( pSong );
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GAMESTATE->m_pPreferredSong = pSong;
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GAMESTATE->m_pPreferredSong = pSong;
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FOREACH_HumanPlayer( p )
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FOREACH_HumanPlayer( p )
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@@ -1115,13 +1097,8 @@ bool MusicWheel::Select() // return true if this selection ends the screen
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StartRandom();
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StartRandom();
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return false;
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return false;
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case TYPE_SONG:
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case TYPE_SONG:
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case TYPE_PORTAL:
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// Don't -permanently- unlock the song. Just let them play
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// the unlocked song once.
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// if( !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() )
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// UNLOCKMAN->UnlockSong( m_CurWheelItemData[m_iSelection]->m_pSong );
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return true;
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case TYPE_COURSE:
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case TYPE_COURSE:
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case TYPE_PORTAL:
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return true;
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return true;
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case TYPE_SORT:
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case TYPE_SORT:
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LOG->Trace("New sort order selected: %s - %s",
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LOG->Trace("New sort order selected: %s - %s",
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