remove code in ScreenGameplay that doesn't do anything
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@@ -1333,29 +1333,6 @@ void ScreenGameplay::LoadLights()
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NoteData TapNoteData1;
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pSteps->GetNoteData( TapNoteData1 );
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if( asDifficulties.size() > 1 )
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{
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Difficulty d2 = Difficulty_Invalid;
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// We've also specified for Player 2 to be based off current difficulty
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if( asDifficulties[1].CompareNoCase("selected") == 0 && GAMESTATE->GetNumPlayersEnabled() > 1 )
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{
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// Base lights off current difficulty of active player
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// Only do this for P2 in a two-player situation, since P1 is taken care of above
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FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi )
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{
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PlayerNumber pn = pi->GetStepsAndTrailIndex();
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if( pn == PLAYER_2 )
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d2 = GAMESTATE->m_pCurSteps[pn]->GetDifficulty();
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}
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}
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else
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d2 = StringToDifficulty( asDifficulties[1] );
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/* fall through */
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}
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NoteDataUtil::LoadTransformedLights( TapNoteData1, m_CabinetLightsNoteData, GAMEMAN->GetStepsTypeInfo(StepsType_lights_cabinet).iNumTracks );
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}
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@@ -1986,18 +1963,12 @@ void ScreenGameplay::UpdateLights()
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bool bBlinkGameButton[NUM_GameController][NUM_GameButton];
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ZERO( bBlinkCabinetLight );
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ZERO( bBlinkGameButton );
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bool bCrossedABeat = false;
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{
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const float fSongBeat = GAMESTATE->m_Position.m_fLightSongBeat;
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const int iSongRow = BeatToNoteRowNotRounded( fSongBeat );
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static int iRowLastCrossed = 0;
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float fBeatLast = roundf(NoteRowToBeat(iRowLastCrossed));
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float fBeatNow = roundf(NoteRowToBeat(iSongRow));
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bCrossedABeat = fBeatLast != fBeatNow;
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FOREACH_CabinetLight( cl )
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{
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// for each index we crossed since the last update:
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