small comment/cleanup
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+1
-1
@@ -158,7 +158,7 @@ void FontPage::SetTextureCoords( const vector<int> &widths, int iAdvanceExtraPix
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void FontPage::SetExtraPixels( int iDrawExtraPixelsLeft, int iDrawExtraPixelsRight )
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{
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/* Hack: do one more than we were asked to; I think a lot of fonts are one
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* too low. (who? -aj; todo: source quote) */
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* too low. - glenn */
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iDrawExtraPixelsRight++;
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iDrawExtraPixelsLeft++;
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@@ -23,9 +23,7 @@ public:
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void UpdateNumber();
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//
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// Commands
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//
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virtual void PushSelf( lua_State *L );
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private:
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+3
-4
@@ -130,7 +130,6 @@ void StepsUtil::SortStepsPointerArrayByNumPlays( vector<Steps*> &vStepsPointers,
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}
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}
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ASSERT( pProfile );
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for(unsigned i = 0; i < vStepsPointers.size(); ++i)
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{
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@@ -146,7 +145,7 @@ bool StepsUtil::CompareNotesPointersByRadarValues(const Steps* pSteps1, const St
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{
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float fScore1 = 0;
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float fScore2 = 0;
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fScore1 += pSteps1->GetRadarValues( PLAYER_1 )[RadarCategory_TapsAndHolds];
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fScore2 += pSteps2->GetRadarValues( PLAYER_1 )[RadarCategory_TapsAndHolds];
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@@ -165,7 +164,7 @@ bool StepsUtil::CompareNotesPointersByDifficulty(const Steps *pSteps1, const Ste
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void StepsUtil::SortNotesArrayByDifficulty( vector<Steps*> &arraySteps )
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{
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/* Sort in reverse order of priority. Sort by description first, to get
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/* Sort in reverse order of priority. Sort by description first, to get
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* a predictable order for songs with no radar values (edits). */
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stable_sort( arraySteps.begin(), arraySteps.end(), CompareStepsPointersByDescription );
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stable_sort( arraySteps.begin(), arraySteps.end(), CompareNotesPointersByRadarValues );
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@@ -203,7 +202,7 @@ void StepsUtil::RemoveLockedSteps( const Song *pSong, vector<Steps*> &vpSteps )
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{
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if( UNLOCKMAN->StepsIsLocked(pSong, vpSteps[i]) )
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vpSteps.erase( vpSteps.begin()+i );
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}
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}
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}
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+2
-2
@@ -66,14 +66,14 @@ namespace StepsUtil
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bool CompareNotesPointersByRadarValues(const Steps* pSteps1, const Steps* pSteps2);
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bool CompareNotesPointersByMeter(const Steps *pSteps1, const Steps* pSteps2);
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bool CompareNotesPointersByDifficulty(const Steps *pSteps1, const Steps *pSteps2);
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void SortNotesArrayByDifficulty( vector<Steps*> &vpStepsInOut );
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void SortNotesArrayByDifficulty( vector<Steps*> &vpStepsInOut );
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bool CompareStepsPointersByTypeAndDifficulty(const Steps *pStep1, const Steps *pStep2);
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void SortStepsByTypeAndDifficulty( vector<Steps*> &vpStepsInOut );
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void SortStepsPointerArrayByNumPlays( vector<Steps*> &vpStepsInOut, ProfileSlot slot, bool bDescending );
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void SortStepsPointerArrayByNumPlays( vector<Steps*> &vpStepsInOut, const Profile* pProfile, bool bDescending );
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bool CompareStepsPointersByDescription(const Steps *pStep1, const Steps *pStep2);
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void SortStepsByDescription( vector<Steps*> &vpStepsInOut );
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void RemoveLockedSteps( const Song *pSong, vector<Steps*> &vpStepsInOut );
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void RemoveLockedSteps( const Song *pSong, vector<Steps*> &vpStepsInOut );
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};
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class StepsID
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