lock Difficulty/Steps for all players in Rave
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@@ -1578,6 +1578,21 @@ bool GameState::IsTimeToPlayAttractSounds()
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return false;
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}
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bool GameState::DifficultiesLocked()
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{
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return GAMESTATE->m_PlayMode == PLAY_MODE_RAVE;
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}
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bool GameState::ChangeDifficulty( PlayerNumber pn, Difficulty dc )
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{
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this->m_PreferredDifficulty[pn] = dc;
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if( DifficultiesLocked() )
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for( int p = 0; p < NUM_PLAYERS; ++p )
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m_PreferredDifficulty[p] = m_PreferredDifficulty[pn];
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return true;
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}
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bool GameState::ChangeDifficulty( PlayerNumber pn, int dir )
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{
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// FIXME: This clamps to between the min and the max difficulty, but
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@@ -1598,16 +1613,11 @@ bool GameState::ChangeDifficulty( PlayerNumber pn, int dir )
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}
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Difficulty diff = (Difficulty)(m_PreferredDifficulty[pn]+dir);
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if( diff < mind || diff > maxd )
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return false;
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this->m_PreferredDifficulty[pn] = diff;
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bool bLockDifficulties = m_PlayMode == PLAY_MODE_RAVE;
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if( bLockDifficulties )
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for( int p = 0; p < NUM_PLAYERS; ++p )
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m_PreferredDifficulty[p] = m_PreferredDifficulty[pn];
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return true;
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return ChangeDifficulty( pn, diff );
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}
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bool GameState::ChangeCourseDifficulty( PlayerNumber pn, int dir )
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@@ -61,6 +61,8 @@ public:
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PlayerNumber m_MasterPlayerNumber; // used in Styles where one player controls both sides
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bool m_bIsOnSystemMenu; // system screens will not be effected by the operator key -- Miryokuteki
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CourseDifficulty m_PreferredCourseDifficulty[NUM_PLAYERS]; // used in nonstop
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bool DifficultiesLocked();
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bool ChangeDifficulty( PlayerNumber pn, Difficulty dc );
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bool ChangeDifficulty( PlayerNumber pn, int dir );
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bool ChangeCourseDifficulty( PlayerNumber pn, int dir );
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RageTimer m_timeGameStarted; // from the moment the first player pressed Start
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@@ -828,7 +828,7 @@ void ScreenSelectMusic::Input( const DeviceInput& DeviceI, InputEventType type,
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if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
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m_soundLocked.Play();
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else
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EasierDifficulty( pn );
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ChangeDifficulty( pn, -1 );
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return;
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}
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if( CodeDetector::EnteredHarderDifficulty(GameI.controller) )
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@@ -836,7 +836,7 @@ void ScreenSelectMusic::Input( const DeviceInput& DeviceI, InputEventType type,
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if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
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m_soundLocked.Play();
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else
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HarderDifficulty( pn );
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ChangeDifficulty( pn, +1 );
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return;
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}
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if( CodeDetector::EnteredSortMenu(GameI.controller) )
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@@ -882,10 +882,9 @@ void ScreenSelectMusic::Input( const DeviceInput& DeviceI, InputEventType type,
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}
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}
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void ScreenSelectMusic::EasierDifficulty( PlayerNumber pn )
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void ScreenSelectMusic::ChangeDifficulty( PlayerNumber pn, int dir )
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{
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LOG->Trace( "ScreenSelectMusic::EasierDifficulty( %d )", pn );
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LOG->Trace( "ScreenSelectMusic::ChangeDifficulty( %d, %d )", pn, dir );
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if( !GAMESTATE->IsHumanPlayer(pn) )
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return;
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@@ -893,22 +892,40 @@ void ScreenSelectMusic::EasierDifficulty( PlayerNumber pn )
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switch( m_MusicWheel.GetSelectedType() )
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{
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case TYPE_SONG:
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if( m_iSelection[pn] == 0 )
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if( dir > 0 && m_iSelection[pn] == int(m_arrayNotes.size()-1) )
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return;
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if( dir < 0 && m_iSelection[pn] == 0 )
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return;
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m_iSelection[pn]--;
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m_iSelection[pn] += dir;
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// the user explicity switched difficulties. Update the preferred difficulty
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GAMESTATE->m_PreferredDifficulty[pn] = m_arrayNotes[ m_iSelection[pn] ]->GetDifficulty();
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GAMESTATE->ChangeDifficulty( pn, m_arrayNotes[ m_iSelection[pn] ]->GetDifficulty() );
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m_soundDifficultyEasier.Play();
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if( dir < 0 )
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m_soundDifficultyEasier.Play();
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else
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m_soundDifficultyHarder.Play();
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AfterNotesChange( pn );
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{
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FOREACH_HumanPlayer( p )
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{
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if( pn == p || GAMESTATE->DifficultiesLocked() )
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{
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m_iSelection[p] = m_iSelection[pn];
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AfterNotesChange( p );
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}
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}
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}
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break;
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case TYPE_COURSE:
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if( GAMESTATE->ChangeCourseDifficulty( pn, -1 ) )
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if( GAMESTATE->ChangeCourseDifficulty( pn, dir ) )
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{
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m_soundDifficultyEasier.Play();
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if( dir < 0 )
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m_soundDifficultyEasier.Play();
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else
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m_soundDifficultyHarder.Play();
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AfterMusicChange();
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}
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break;
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@@ -916,51 +933,12 @@ void ScreenSelectMusic::EasierDifficulty( PlayerNumber pn )
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case TYPE_RANDOM:
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case TYPE_ROULETTE:
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case TYPE_LEAP:
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if( GAMESTATE->ChangeDifficulty( pn, -1 ) )
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if( GAMESTATE->ChangeDifficulty( pn, dir ) )
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{
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m_soundDifficultyEasier.Play();
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AfterMusicChange();
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}
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break;
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}
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}
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void ScreenSelectMusic::HarderDifficulty( PlayerNumber pn )
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{
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LOG->Trace( "ScreenSelectMusic::HarderDifficulty( %d )", pn );
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if( !GAMESTATE->IsHumanPlayer(pn) )
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return;
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switch( m_MusicWheel.GetSelectedType() )
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{
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case TYPE_SONG:
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if( m_iSelection[pn] == int(m_arrayNotes.size()-1) )
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return;
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m_iSelection[pn]++;
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// the user explicity switched difficulties. Update the preferred difficulty
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GAMESTATE->m_PreferredDifficulty[pn] = m_arrayNotes[ m_iSelection[pn] ]->GetDifficulty();
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m_soundDifficultyHarder.Play();
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AfterNotesChange( pn );
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break;
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case TYPE_COURSE:
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if( GAMESTATE->ChangeCourseDifficulty( pn, +1 ) )
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{
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m_soundDifficultyHarder.Play();
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AfterMusicChange();
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}
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break;
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case TYPE_RANDOM:
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case TYPE_ROULETTE:
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case TYPE_LEAP:
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if( GAMESTATE->ChangeDifficulty( pn, +1 ) )
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{
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m_soundDifficultyHarder.Play();
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if( dir < 0 )
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m_soundDifficultyEasier.Play();
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else
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m_soundDifficultyHarder.Play();
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AfterMusicChange();
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}
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break;
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@@ -1271,6 +1249,17 @@ void ScreenSelectMusic::AfterMusicChange()
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if( !m_MusicWheel.IsRouletting() )
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m_MenuTimer->Stall();
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// lock difficulties. When switching from arcade to rave, we need to
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// enforce that all players are at the same difficulty.
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if( GAMESTATE->DifficultiesLocked() )
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{
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FOREACH_HumanPlayer( p )
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{
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m_iSelection[p] = m_iSelection[0];
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GAMESTATE->m_PreferredDifficulty[p] = GAMESTATE->m_PreferredDifficulty[0];
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}
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}
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Song* pSong = m_MusicWheel.GetSelectedSong();
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GAMESTATE->m_pCurSong = pSong;
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@@ -58,8 +58,7 @@ protected:
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void SkipSongPartTweens();
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void SkipCoursePartTweens();
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void EasierDifficulty( PlayerNumber pn );
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void HarderDifficulty( PlayerNumber pn );
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void ChangeDifficulty( PlayerNumber pn, int dir );
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void AfterNotesChange( PlayerNumber pn );
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void SwitchToPreferredDifficulty();
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