remove VC6 scoping hacks
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@@ -321,8 +321,7 @@ bool BMSLoader::LoadFromBMSFile( const CString &sPath, Steps &out )
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int iNumNewTracks = GameManager::StepsTypeToNumTracks( out.m_StepsType );
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int iTransformNewToOld[MAX_NOTE_TRACKS];
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int i;
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for( i = 0; i < MAX_NOTE_TRACKS; ++i)
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for( int i = 0; i < MAX_NOTE_TRACKS; ++i)
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iTransformNewToOld[i] = -1;
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switch( out.m_StepsType )
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@@ -452,8 +451,7 @@ bool BMSLoader::LoadFromDir( CString sDir, Song &out )
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ASSERT( arrayBMSFileNames.size() );
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// load the Steps from the rest of the BMS files
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unsigned i;
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for( i=0; i<arrayBMSFileNames.size(); i++ )
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for( unsigned i=0; i<arrayBMSFileNames.size(); i++ )
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{
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Steps* pNewNotes = new Steps;
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@@ -739,7 +737,7 @@ bool BMSLoader::LoadFromDir( CString sDir, Song &out )
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}
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}
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for( i=0; i<out.m_Timing.m_BPMSegments.size(); i++ )
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for( unsigned i=0; i<out.m_Timing.m_BPMSegments.size(); i++ )
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LOG->Trace( "There is a BPM change at beat %f, BPM %f, index %d",
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out.m_Timing.m_BPMSegments[i].m_fStartBeat, out.m_Timing.m_BPMSegments[i].m_fBPM, i );
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