remove VC6 scoping hacks
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@@ -41,14 +41,13 @@ void PlayerOptions::Approach( const PlayerOptions& other, float fDeltaSeconds )
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#define APP( opt ) \
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fapproach( m_ ## opt, other.m_ ## opt, fDeltaSeconds * other.m_Speed ## opt );
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int i;
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for( i=0; i<NUM_ACCELS; i++ )
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for( int i=0; i<NUM_ACCELS; i++ )
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APP( fAccels[i] );
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for( i=0; i<NUM_EFFECTS; i++ )
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for( int i=0; i<NUM_EFFECTS; i++ )
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APP( fEffects[i] );
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for( i=0; i<NUM_APPEARANCES; i++ )
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for( int i=0; i<NUM_APPEARANCES; i++ )
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APP( fAppearances[i] );
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for( i=0; i<NUM_SCROLLS; i++ )
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for( int i=0; i<NUM_SCROLLS; i++ )
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APP( fScrolls[i] );
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APP( fTimeSpacing );
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APP( fScrollSpeed );
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@@ -316,8 +315,7 @@ void PlayerOptions::FromString( CString sOptions )
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void NextFloat( float fValues[], int size )
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{
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int index = -1;
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int i;
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for( i=0; i<size; i++ )
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for( int i=0; i<size; i++ )
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{
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if( fValues[i] == 1 )
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{
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@@ -326,7 +324,7 @@ void NextFloat( float fValues[], int size )
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}
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}
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for( i=0; i<size; i++ )
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for( int i=0; i<size; i++ )
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fValues[i] = 0;
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if( index == size-1 ) // if true, then the last float in the list was selected
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@@ -338,8 +336,7 @@ void NextFloat( float fValues[], int size )
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void NextBool( bool bValues[], int size )
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{
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int index = -1;
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int i;
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for( i=0; i<size; i++ )
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for( int i=0; i<size; i++ )
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{
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if( bValues[i] )
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{
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@@ -348,7 +345,7 @@ void NextBool( bool bValues[], int size )
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}
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}
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for( i=0; i<size; i++ )
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for( int i=0; i<size; i++ )
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bValues[i] = false;
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if( index == size-1 ) // if true, then the last float in the list was selected
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@@ -520,18 +517,17 @@ bool PlayerOptions::operator==( const PlayerOptions &other ) const
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COMPARE(m_fSkew);
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COMPARE(m_sPositioning);
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COMPARE(m_sNoteSkin);
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int i;
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for( i = 0; i < PlayerOptions::NUM_ACCELS; ++i )
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for( int i = 0; i < PlayerOptions::NUM_ACCELS; ++i )
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COMPARE(m_fAccels[i]);
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for( i = 0; i < PlayerOptions::NUM_EFFECTS; ++i )
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for( int i = 0; i < PlayerOptions::NUM_EFFECTS; ++i )
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COMPARE(m_fEffects[i]);
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for( i = 0; i < PlayerOptions::NUM_APPEARANCES; ++i )
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for( int i = 0; i < PlayerOptions::NUM_APPEARANCES; ++i )
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COMPARE(m_fAppearances[i]);
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for( i = 0; i < PlayerOptions::NUM_SCROLLS; ++i )
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for( int i = 0; i < PlayerOptions::NUM_SCROLLS; ++i )
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COMPARE(m_fScrolls[i]);
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for( i = 0; i < PlayerOptions::NUM_TURNS; ++i )
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for( int i = 0; i < PlayerOptions::NUM_TURNS; ++i )
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COMPARE(m_bTurns[i]);
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for( i = 0; i < PlayerOptions::NUM_TRANSFORMS; ++i )
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for( int i = 0; i < PlayerOptions::NUM_TRANSFORMS; ++i )
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COMPARE(m_bTransforms[i]);
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#undef COMPARE
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return true;
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