cleanup: variable name and const
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@@ -827,7 +827,6 @@ void ScreenGameplay::SetupSong( PlayerNumber p, int iSongIndex )
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m_pPrimaryScoreKeeper[p],
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m_pSecondaryScoreKeeper[p] );
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// Put course options into effect. Do this after Player::Load so
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// that mods aren't double-applied.
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GAMESTATE->m_ModsToApply[p].clear();
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@@ -899,7 +898,6 @@ void ScreenGameplay::LoadNextSong()
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m_textSongOptions.SetText( GAMESTATE->m_SongOptions.GetString() );
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FOREACH_EnabledPlayer( p )
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{
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SetupSong( p, iPlaySongIndex );
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@@ -1273,7 +1271,9 @@ void ScreenGameplay::Update( float fDeltaTime )
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m_bZeroDeltaOnNextUpdate = false;
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}
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else
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{
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Screen::Update( fDeltaTime );
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}
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/* This happens if ScreenDemonstration::HandleScreenMessage sets a new screen when
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* PREFSMAN->m_bDelayedScreenLoad. */
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@@ -1291,7 +1291,6 @@ void ScreenGameplay::Update( float fDeltaTime )
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//LOG->Trace( "m_fOffsetInBeats = %f, m_fBeatsPerSecond = %f, m_Music.GetPositionSeconds = %f", m_fOffsetInBeats, m_fBeatsPerSecond, m_Music.GetPositionSeconds() );
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m_BeginnerHelper.Update(fDeltaTime);
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//
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// update GameState HealthState
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@@ -1524,8 +1523,6 @@ void ScreenGameplay::Update( float fDeltaTime )
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{
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FOREACH_CabinetLight( cl )
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{
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// Somehow, step data was getting majorly corrupted, therefor causing light
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// signals to be sent at incorrect times where notes were not even present.
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bool bBlink = (m_CabinetLightsNoteData.GetTapNote( cl, r ).type != TapNote::empty );
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bBlinkCabinetLight[cl] |= bBlink;
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}
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