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
@@ -1099,8 +1099,8 @@ void ScreenEdit::Init()
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SubscribeToMessage( "Judgment" );
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ASSERT( GAMESTATE->m_pCurSong );
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ASSERT( GAMESTATE->m_pCurSteps[PLAYER_1] );
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ASSERT( GAMESTATE->m_pCurSong != NULL );
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ASSERT( GAMESTATE->m_pCurSteps[PLAYER_1] != NULL );
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EDIT_MODE.Load( m_sName, "EditMode" );
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ScreenWithMenuElements::Init();
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@@ -2106,7 +2106,7 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
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// save current steps
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Steps* pSteps = GAMESTATE->m_pCurSteps[PLAYER_1];
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ASSERT( pSteps );
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ASSERT( pSteps != NULL );
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pSteps->SetNoteData( m_NoteDataEdit );
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// Get all Steps of this StepsType
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@@ -3072,7 +3072,7 @@ void ScreenEdit::TransitionEditState( EditState em )
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/* FirstBeat affects backgrounds, so commit changes to memory (not to disk)
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* and recalc it. */
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Steps* pSteps = GAMESTATE->m_pCurSteps[PLAYER_1];
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ASSERT( pSteps );
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ASSERT( pSteps != NULL );
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pSteps->SetNoteData( m_NoteDataEdit );
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m_pSong->ReCalculateRadarValuesAndLastSecond();
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@@ -3455,7 +3455,7 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
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GAMESTATE->m_pCurCourse.Set( pCourse );
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GAMESTATE->m_iEditCourseEntryIndex.Set( iCourseEntryIndex );
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ASSERT( GAMESTATE->m_pCurCourse );
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ASSERT( GAMESTATE->m_pCurCourse != NULL );
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}
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}
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else if (SM == SM_BackFromKeysoundTrack)
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@@ -5487,8 +5487,8 @@ void ScreenEdit::SetupCourseAttacks()
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void ScreenEdit::CopyToLastSave()
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{
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ASSERT( GAMESTATE->m_pCurSong );
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ASSERT( GAMESTATE->m_pCurSteps[PLAYER_1] );
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ASSERT( GAMESTATE->m_pCurSong != NULL );
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ASSERT( GAMESTATE->m_pCurSteps[PLAYER_1] != NULL );
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m_SongLastSave = *GAMESTATE->m_pCurSong;
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m_vStepsLastSave.clear();
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const vector<Steps*> &vSteps = GAMESTATE->m_pCurSong->GetStepsByStepsType( GAMESTATE->m_pCurSteps[PLAYER_1]->m_StepsType );
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@@ -5510,7 +5510,7 @@ void ScreenEdit::CopyFromLastSave()
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void ScreenEdit::RevertFromDisk()
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{
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ASSERT( GAMESTATE->m_pCurSteps[PLAYER_1] );
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ASSERT( GAMESTATE->m_pCurSteps[PLAYER_1] != NULL );
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StepsID id;
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id.FromSteps( GAMESTATE->m_pCurSteps[PLAYER_1] );
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ASSERT( id.IsValid() );
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