always choose lights StepsType from the primary Style of the current Game so that lights are the same for single and double Styles
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@@ -1266,10 +1266,13 @@ void ScreenGameplay::LoadLights()
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vector<RString> asDifficulties;
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vector<RString> asDifficulties;
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split( sDifficulty, ",", asDifficulties );
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split( sDifficulty, ",", asDifficulties );
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// Always use the steps from the primary steps type so that lights are consistent over single and double styles.
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StepsType st = GAMEMAN->GetHowToPlayStyleForGame( GAMESTATE->m_pCurGame )->m_StepsType;
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Difficulty d1 = Difficulty_Invalid;
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Difficulty d1 = Difficulty_Invalid;
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if( asDifficulties.size() > 0 )
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if( asDifficulties.size() > 0 )
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d1 = StringToDifficulty( asDifficulties[0] );
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d1 = StringToDifficulty( asDifficulties[0] );
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pSteps = SongUtil::GetClosestNotes( GAMESTATE->m_pCurSong, GAMESTATE->GetCurrentStyle()->m_StepsType, d1 );
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pSteps = SongUtil::GetClosestNotes( GAMESTATE->m_pCurSong, st, d1 );
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// If we can't find anything at all, stop.
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// If we can't find anything at all, stop.
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if( pSteps == NULL )
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if( pSteps == NULL )
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@@ -1281,7 +1284,7 @@ void ScreenGameplay::LoadLights()
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if( asDifficulties.size() > 1 )
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if( asDifficulties.size() > 1 )
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{
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{
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Difficulty d2 = StringToDifficulty( asDifficulties[1] );
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Difficulty d2 = StringToDifficulty( asDifficulties[1] );
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const Steps *pSteps2 = SongUtil::GetClosestNotes( GAMESTATE->m_pCurSong, GAMESTATE->GetCurrentStyle()->m_StepsType, d2 );
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const Steps *pSteps2 = SongUtil::GetClosestNotes( GAMESTATE->m_pCurSong, st, d2 );
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if( pSteps != NULL && pSteps2 != NULL && pSteps != pSteps2 )
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if( pSteps != NULL && pSteps2 != NULL && pSteps != pSteps2 )
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{
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{
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NoteData TapNoteData2;
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NoteData TapNoteData2;
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