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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@@ -1248,7 +1248,7 @@ void ScreenSelectMusic::MenuStart( const InputEventPlus &input )
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SOUND->PlayOnceFromAnnouncer( "select course comment general" );
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Course *pCourse = m_MusicWheel.GetSelectedCourse();
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ASSERT( pCourse );
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ASSERT( pCourse != NULL );
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GAMESTATE->m_PlayMode.Set( pCourse->GetPlayMode() );
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// apply #LIVES
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@@ -1323,7 +1323,7 @@ void ScreenSelectMusic::MenuStart( const InputEventPlus &input )
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{
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/* Since m_vpSteps is sorted by Difficulty, the first
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* entry should be the easiest. */
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ASSERT( m_vpSteps.size() );
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ASSERT( m_vpSteps.size() != 0 );
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Steps *pSteps = m_vpSteps[0];
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FOREACH_PlayerNumber( p )
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@@ -1438,12 +1438,12 @@ void ScreenSelectMusic::MenuStart( const InputEventPlus &input )
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PlayerNumber pn = GAMESTATE->GetMasterPlayerNumber();
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if( GAMESTATE->IsCourseMode() )
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{
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ASSERT( GAMESTATE->m_pCurTrail[pn] );
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ASSERT( GAMESTATE->m_pCurTrail[pn] != NULL );
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stCurrent = GAMESTATE->m_pCurTrail[pn]->m_StepsType;
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}
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else
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{
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ASSERT( GAMESTATE->m_pCurSteps[pn] );
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ASSERT( GAMESTATE->m_pCurSteps[pn] != NULL );
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stCurrent = GAMESTATE->m_pCurSteps[pn]->m_StepsType;
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}
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vector<StepsType> vst;
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