fix compile
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@@ -536,7 +536,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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if( m_SelectionState == SelectionState_SelectingSteps &&
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input.type == IET_FIRST_PRESS &&
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(input.MenuI == m_GameButtonNextSong || input.MenuI == m_GameButtonPreviousSong) &&
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!m_bStepsSelected[input.pn] )
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!m_bStepsChosen[input.pn] )
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{
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if( input.MenuI == m_GameButtonPreviousSong )
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{
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@@ -1006,7 +1006,7 @@ void ScreenSelectMusic::MenuStart( const InputEventPlus &input )
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float fSeconds = m_MenuTimer->GetSeconds();
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if( fSeconds < 10 )
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{
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m_MenuTimer->SetSeconds( 10 );
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m_MenuTimer->SetSeconds( 13 );
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m_MenuTimer->Start();
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}
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}
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@@ -1465,8 +1465,11 @@ void SongManager::UpdatePreferredSort()
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FOREACH( UnlockEntry, UNLOCKMAN->m_UnlockEntries, ue )
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{
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if( ue->m_Type == UnlockRewardType_Song )
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if( ue->m_pSong )
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section.vpSongs.push_back( ue->m_pSong );
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{
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Song *pSong = ue->m_Song.ToSong();
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if( pSong )
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section.vpSongs.push_back( pSong );
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}
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}
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FOREACH( PreferredSortSection, m_vPreferredSongSort, v )
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@@ -1486,10 +1489,10 @@ void SongManager::UpdatePreferredSort()
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// prune empty groups
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for( int i=m_vPreferredSongSort.size()-1; i>=0; i-- )
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if( m_vPreferredSongSort[i].empty() )
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if( m_vPreferredSongSort[i].vpSongs.empty() )
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m_vPreferredSongSort.erase( m_vPreferredSongSort.begin()+i );
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FOREACH( SongPointerVector, m_vPreferredSongSort, i )
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FOREACH( PreferredSortSection, m_vPreferredSongSort, i )
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FOREACH( Song*, i->vpSongs, j )
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ASSERT( *j );
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}
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