War on -Werror, part 12: explicit bool usage.
It may save a few cycles, but it's best to be explicit on boolean operations, especially with ASSERT.
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+8
-8
@@ -278,7 +278,7 @@ void GameState::Reset()
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FOREACH_PlayerNumber( pn )
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UnjoinPlayer( pn );
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ASSERT( THEME );
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ASSERT( THEME != NULL );
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m_timeGameStarted.SetZero();
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SetCurrentStyle( NULL );
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@@ -339,7 +339,7 @@ void GameState::Reset()
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m_pCurCharacters[p] = CHARMAN->GetRandomCharacter();
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else
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m_pCurCharacters[p] = CHARMAN->GetDefaultCharacter();
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ASSERT( m_pCurCharacters[p] );
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ASSERT( m_pCurCharacters[p] != NULL );
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}
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m_bTemporaryEventMode = false;
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@@ -626,7 +626,7 @@ int GameState::GetNumStagesMultiplierForSong( const Song* pSong )
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{
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int iNumStages = 1;
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ASSERT( pSong );
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ASSERT( pSong != NULL );
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if( pSong->IsMarathon() )
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iNumStages *= 3;
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if( pSong->IsLong() )
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@@ -1458,7 +1458,7 @@ void GameState::GetAllUsedNoteSkins( vector<RString> &out ) const
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if( IsCourseMode() )
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{
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const Trail *pTrail = m_pCurTrail[pn];
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ASSERT( pTrail );
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ASSERT( pTrail != NULL );
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FOREACH_CONST( TrailEntry, pTrail->m_vEntries, e )
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{
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@@ -1587,11 +1587,11 @@ void GameState::GetRankingFeats( PlayerNumber pn, vector<RankingFeat> &asFeatsOu
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SongAndSteps sas;
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ASSERT( !STATSMAN->m_vPlayedStageStats[i].m_vpPlayedSongs.empty() );
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sas.pSong = STATSMAN->m_vPlayedStageStats[i].m_vpPlayedSongs[0];
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ASSERT( sas.pSong );
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ASSERT( sas.pSong != NULL );
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if( STATSMAN->m_vPlayedStageStats[i].m_player[pn].m_vpPossibleSteps.empty() )
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continue;
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sas.pSteps = STATSMAN->m_vPlayedStageStats[i].m_player[pn].m_vpPossibleSteps[0];
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ASSERT( sas.pSteps );
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ASSERT( sas.pSteps != NULL );
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vSongAndSteps.push_back( sas );
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}
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CHECKPOINT;
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@@ -1729,9 +1729,9 @@ void GameState::GetRankingFeats( PlayerNumber pn, vector<RankingFeat> &asFeatsOu
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{
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CHECKPOINT;
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Course* pCourse = m_pCurCourse;
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ASSERT( pCourse );
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ASSERT( pCourse != NULL );
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Trail *pTrail = m_pCurTrail[pn];
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ASSERT( pTrail );
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ASSERT( pTrail != NULL );
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CourseDifficulty cd = pTrail->m_CourseDifficulty;
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// Find Machine Records
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